Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About kevidahevi

  • Rank

Personal Information

  • Name
  • Location
  1. Vellum cloth preset settings

    https://www.sidefx.com/tutorials/h17-vellum-cloth-lookdev-tips/ Silk, Denim and Leather
  2. Need help with loops and Foreach

    Hot damn this is the coolest thread!
  3. Hello I'm trying to create a quasi-ribbon type spine setup with sops. I've got two Null controllers that drive position and orientation using quaternions. The orientation is derived using vectors from points in the null controllers. I then used a mix in a vop to blend the orientations to get almost good twisting in the spine. The problem arises when I rotate past a certain amount the orientation flips. I think it's a quaternion thing, Maya does this all the time. Is there a better way to create this kind of setup with no flippen flipping? In the hip you'll see that I'm animating only the top controls Y rotation and when goes just passed 236 it flips. Any help would be super appreciated. Kev dynamic_spine_03.hipnc spineFlip.mp4
  4. You could run this snippet in a wrangle: int posprim; vector param_uv; float maxdist = chf("maxdist"); float dist = xyzdist(1,@P,posprim,param_uv,maxdist); vector pos1 = primuv(1, "P",posprim,param_uv); vector pos2 = primuv(2, "P",posprim,param_uv); @P = pos2+(@P-pos1); The scatted points in the firstinput Rest Geo in the 2nd And deforming geo in the 3rd