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About MitchFields

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  1. Chop Reference Issue [SOLVED

    Wow I knew there was something I was missing, can't believe that's all it was thanks so much! Appreciate it Tomas.
  2. My first time messing around with Chops outside of just adding some easy adjusting with motionfx. I'm testing it out just trying to move a sphere with some audio, what am I doing wrong? I appreciate any and all help, thanks. My values aren't super small, I feel that they should be noticeable. Here I'm doing " chop("/obj/chop_music_OUT_music/") " is this not the correct way of referencing the node within chops? / getting the audio data ? I feel like I'm making a dumb mistake somewhere but I've been stuck for a few hours, any help is welcomed. If you guys have any links to more recent tutorials covering that topic that would be helpful as well, thanks so much.
  3. Alembic from maya - reversed normals

    When exporting alembic files you have some options for what you want to keep/get rid of if you scroll down. Did you already mess with this?
  4. Move pivot to center of other node?

    One idea that comes to mind is merging and then packing those two boxes you have, and adding a single point to it while deleting the geometry. This will give you the center of whatever geometry you have. Then, do whichever of various way you want to blend positions and rotations between the two.
  5. Problems with the active attribute

    That's perfect! Great job man. Solver's are wonderful for this sort of stuff. Post a picture of your finished result whenever you get it done!
  6. Problems with the active attribute

    Looked at your file but don't have too much time, your bounding boxes are what sets your active attribute. As soon as your geometry leaves the bounding box, active will be 0. I would suggest using a solver to check if the attribute has ever been turned on.Grab the previous frame, if it was 1 then it is still 1, if it's 0 then it's still 0. That way whatever leaves your bounding box, will retain it's active attribute. Check Matt Estat's cgiwiki for information about the solver sop. http://www.tokeru.com/cgwiki/index.php?title=The_solver_sop
  7. Shortest Path Sop, keeping all the points

    Deforming geometry is always an annoyance, have you tried applying rest position prior to your animation, and driving your leaves with that after the fact? If you're really struggling with something it always helps if you can post a picture or a file! Cheers
  8. how create it?amazing!

    Simon holmedal has serveral tutorials out and about! I suggest you dig around.
  9. Tutorials recommendation

    Gnomon student here Robby's course is awesome! I suggest you start looking through the Matt Estata's cgiwiki, there is a lot of great information there.
  10. http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex19 Seems like you might be looking to use primuv or possibly minpos
  11. primpoints hELP

    Ahhhhh okay I see, thank you Tomas. I've gotta get out of my comfort zone and start using setpointgroup more often. Thanks!!!
  12. primpoints hELP

    Oof I knew there was a way to use sprintf, this is assigning groups and then appending the prim id to the end of the group right? Does setpointgroup work the same way i@group does? Thanks!
  13. primpoints hELP

    I have multiple lines, 25 primitives all containing a wide range of points. I want to append each point to a group depending on the primitive number. My initial code looks like this, int poop[] = primpoints(0,0) foreach(int i; poop) { i@group_primnum_0 = 1; } This function grabs all of my points, when I only want specific points for each primitive to create groups out of. How can I make this procedural to loop over all of my primitives and assign each array it's own group id? Thanks! Still new to vex >:{|
  14. Sim within a Sim

    Hello! Wondering how you would go about making something like markfancherfx has made. I have two ideas, the first being to do an actual flip sim, to combine the geometry, and mesh that to be used as the container. The second idea being vellum to create dynamic constraints. Thanks for your time!