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AntoineSfx

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About AntoineSfx

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    Antoine L
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  1. Find node from viewport selection ?

    I think he meant something like: for a given point, find the node the furthest upstream in which this point is created. I'm not sure this notion is well defined. For example if you merge two curves, it would allow to change the selection in Network view to one of the two curves I don't know a way to select something in Network view based on a selection in Scene View, (unlike at Scene level)
  2. Find node from viewport selection ?

    I don't think you can. This is a feature that is available at Scene Level AFAIK BUT... Let's say you want to tweak the curves, while having a node downstream set as the DISPLAY node. The information you're looking for doesn't exist in Geometry Spreadsheet, so in a way it's lost, unless you store it somehow. It's possible to have the node name displayed with Visualizers, attributes, point wrangles.. but it's intrusive, and it won't allow you to jump to it However, you can use persistent handles. Go to the node(s) you want to tweak (later somewhere in your graph). Switch to handle mode, then right click on the handle. Enable persistent. Now you can display another node, and still have the handles for that other node Obviously the handle is unaware of anything that happens downstream, so if you transform the curve after that, the handle won't match the curve. You can mitigate that by templating the curve (violet button, second from right on the node itself) while you work on it.
  3. How to constrain the hand of simplefemale

    The steering wheel is a part of a larger object, and it's moving as the vehicle follows a path. I had some luck with the Points constraint, which also allows to use a direction attribute to set an orientation. I think it should be good enough to have the palm of the hand face the steering wheel. It looks like the IK chain stops at the wrist, so I'll do the rest by hand. I would have been so nice to have IK for the fingertips and the palm..
  4. I have a simplefemale sitting in front of the steering wheel. I would like to have the hand constrained on the steering wheel, possibly grabbing the wheel in a natural way. How can I achieve this effect ?
  5. Polyexpand failing in a for loop

    so it's definitely related to points being colinear under some error e, causing polyexpand to be confused whether a point is on a side or another of a segment. I remember reading a paper, I believe it was about CGAL numerical robustness, see page 4 https://members.loria.fr/MTeillaud/CGAL/robustness.pdf And for some value, you have wrong predicate values, because of rounding in IEEE754, causing the algorithms to fail because a point is found to be outside of a polygon, when it's really, inside, hence ... problems.. Even with jitter, it hiccups on some values when I change the grid size, Also, specifying the projection plane in polyexpand doesn't solve the problem. Maybe snapping the points on a nice grid with exact binary values, like 1/16 of a unit, to force the values to play nice..
  6. Persistent visualizers

    I meant .. I'd like to have my own user defined markers already available when I create a new scene, just like normals, point numbers and so no
  7. Polyexpand failing in a for loop

    Without even putting a compile block (just a Block begin loop), it doesn't explain why it takes so long, and it fails randomly, especially when the segments are distinct .. The cooking time should be roughly the cooking time for 1 piece times the number of piece plus some extra time for the wrapper, but it's not, it's like it growing exponentially. I still haven't found an explanation nor a solution
  8. How do I make visualizers persistent ? There are a few attributes I like to visualize all the time, like tangentu and tangentv. Is there a way to make markers persistent across sessions / files ?
  9. At geometry level: When using r+click drag, the target node is not selected, hence the previous node is still visible. How can I , in one operation, select and set the render/display flag ?
  10. hairstyle_rasta for current hair tools

    So this particular file in the documentation is not up to date. What is in that example is now done separately with Guide brushes / processes with Frizz / Clump
  11. Copying Parameters

    so do you want the final pieces to be octogons, or just to have a somehow similar topology ( 2 rows, a few columns..)
  12. So, there is a file in the documentation named hairstyle_rasta that explains how to make dreadlocks. I kinda of found how to start, but I'm stuck at: Go to the Appearance ▸ Clump tab on the fur object. It looks like there was a fur object with tabs in the past, and I can't find some Appearance / clump tab in the current default setup in 16.5 Also, I'm not sure where to do this Dive into the fur object > guides node. Attach a Primitive Wrangle to the INPUT_GUIDES node, making sure it’s display flag is set. What is the "guide node" in 16.5 ?
  13. Copying Parameters

    Can you explain what you mean by "copy parameters from the octagon" ?
  14. I'm not sure if I have changed something in the settings, or something else, but I no longer manage to tumble around an object, regardless of where I click in the viewport For example, if create a box, enter it, then press space+G align the view. After that space + left click rotates the view around an unidentefied point. I'm confused, I didn't have this problem earlier this week.
  15. Given one Simple Female, how to I constrain the wrist (IK Wrist Translate) to follow one object that is within the reach of the arm without moving the shoulder ? What if it's not reachable ? How can I have the character walk to the destination ? As I understand, the IK Wrist Translate is expressed in term of local coordinates, relative to something in the character. I don't really manage to reference something in the scene that makes sense.
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