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About RyanJP

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    Ryan Paterson
  1. Hi new to kinefx and mocap, can't get my character to go for some reason- the arms get all crossed up. Would love some help with this. I want to bind/retarget the character to the t-pose in the first frame of the animation but then loop through the rest of the anim without that frame- can't figure out what my node setup should look like for that. File attached, thanks so much Retarg_Help.zip
  2. Hi I'm wondering how I would simulate large bubbles as they're forming or "being blown" I guess I'm mostly asking high level is it possible to create this geometry on the fly and also continuously add new constraints to it until it's fully formed, and then flies off on its own to interact with the world. Thanks
  3. Amazing. SOP Solver seems extremely useful, going to try to learn more about it. Thanks again!
  4. So, following up on this because I can't see much info online about this subject. So let's say I wanted each piece to have it's own "@maxRestScale" and once that value is achieved it stops incrementing. I've got the attributes assigned to the constraints just fine, but how can I pass them into DOPs to be used to affect the rest scale?
  5. Yes it occurred to me this would be the way to do it, but you've saved me a bunch of research. Thanks so much!
  6. Hello, I'm using Vellum Source to emit multiple spheres over time and I want to increase the Rest Length Scale of each individual sphere every frame, starting at 1 (for each piece) and incrementing. Realized I have no idea how to select individual bits of sourced geo within DOPs and can't seem to find it anywhere online. Thank you!!
  7. Np, this thread if you scroll down a bit has links to others and is very informative. Haven't actually tried the solutions yet but ppl on there had it working- https://forums.odforce.net/topic/46247-using-point-deform/?tab=comments#comment-216524
  8. Thanks, appreciate your time. However I'm trying to convert multiple objects that emit over time. I actually found a couple threads related to the issue on here after posting. Thanks again!
  9. Ok so I'm trying to do this thing where I've got 3 objects that I want to copy to points (random distribution) then fall to the ground, then respawn on the points every 24th frame (Vellum Source), fall on top of the old ones, repeat. Pretty standard stuff and it's working fine but the issue is I'm simming with lo-res geo, and I need to convert it back to hi-res. How can I do this?
  10. Trying To Understand Sweep and Vertices

    Amazing guys. Thank you. I'm going to use that node all the time!!
  11. Bevel but Keep Original

    Figured it out. Inset extrude. Duh.
  12. Bevel but Keep Original

    Hi I'm trying to do something sort of odd basically i want this rounded shape but also keep the hard edge, I'm copying this shape radially and then fusing so all edges need to line up so i can create a solid object. Thanks!
  13. Trying To Understand Sweep and Vertices

    Haha yes- very dirty way to do it. Actually this has helped me to figure out what the problem was when I created the shape. And I was not aware of the Join SOP, so that's great. Thank you!
  14. Trying To Understand Sweep and Vertices

    Ok awesome that got me one step of the way, was able to use an add node to get it down to a single primitive but now now my point numbers are off, is there a simple way to flip two of them (2 and 3)
  15. When I sweep along a curve which was built by taking a grid and running a carve on it, my sweep looks like this- However my I try to do it on a curve that was created by taking a line, and then copying to smaller lines on the ends and fusing, it looks like this- As you can see the corners are messed up. I assume this has something to do with vertices as the first example contains only 4 vertices and the 2nd has 6. I'm just wondering specifically what the issue is here and of course how I can fix it