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Showing results for tags 'primintrinsic'.
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I very much enjoy the convenience of the "Alembic Group" node and would like to bring that to an FBX (File node) pipeline. Alembic Group's hierarchy selection seems to be based on a writeable string primitive intrinsic called "abcobjectpath." When importing an FBX using a File node, it comes with path attributes that can be used with Alembic Group but ONLY if I can somehow copy them as a prim intrinsic called "abcobjectpath." Is there any way of creating an arbitrary prim intrinsic out of nothing?
Hi, I have a simple rbd setup where a ball hits the ground, I 've created a low res version to sim, using polyreduce and would like to transfer the information to the hi res pieces. I've tryed copying the primintrinsic 'pivot' and 'transform' and 'P' attribute. The hi res geo moves to the pivot of the low res witch is slightly different. Any one knows how to fix this issue? I've attached the file. Thanks so much, Ceci copy_position_to_hi_res.hipnc
Hello, I'm working on a project and I'm a bit stuck on matrix transformation. I don't have a strong background in matrix manipulation. Here is what I am trying to do: I have a packed alembic that has been created from an external program. The alembic has a fullpackedtransform intrinsic that contains my translate, rotate, scale and shear data. I want to shatter this alembic geometry, pack the shatter pieces and use the original alembic transform to animate the pieces which will then be input into a rigid body simulation. I'm having trouble extracting the relevant data from the 4x4 matrix on the alembic. I can get my points to translate, but I don't yet understand how to make them rotate. I hope my diagram makes sense.
SmokeyandtheBandit posted a topic in EffectsHi guys, I created a sim with proxy pieces and then tried to transform the high res pieces with the sim data, but for some reason it gets messed up. I set the pivot and transforms with setprimintrinsic. Please see below. It seems to have done different things for different groups I've split them into. After the initial fracture, I've split the pieces into small, medium and large pieces and fractured the large pieces again with added constraints which I intend break later in the sim. You can see the correct size of the figure in the middle, which seem to be the large pieces. Could someone please take a look at my file and tell me how I could fix this? Angel_goes_toheaven_cleaned.hipnc