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Found 5 results

  1. How to get the particle strike orientation to follow on from its initial shoot particle orientation. Have a look at the small attached files. tankStrike_v04.hipnc tankStrike4.mov
  2. Hi, I'm trying to delete primitives by 'Attribute_Wrangle' based on their attribute value, and the result is not the one I expect, what am I doing wrong? int a; for(a=0; a<@primnum; a++) { if(@c1<0.3) removeprim(1,a,1); } in my opinion, this should delete every primitive in the mesh whose value of attribute "c1" is less than 0.3. Instead, it deletes some random primitives (well not random but unrelated ones) p.s: I know that I can do it easily by 'Blast'-node)
  3. extruding faces per primitive

    I'm trying to control the extruded distance per primitive of the sphere. I have the values that I want which will drive the extruded distance of each primitive. It's labeled extrudeHeight in the geometry spreadsheet. To do this, I'm using a primitive wrangle where I will store the height values into zscale and then use the local control on the polyextrude node to override the distance using zscale. For some reason this isn't working as @extrudeHeight seems to return 0. I was wondering if someone knew a way to do this. It doesn't have to be through an attribute wrangle I really just want this thing to work. Many thanks in advance for any help!
  4. Hello I want to ask one quick question. How to store all primitive number in array using VEX. I am writing int nearpts[] = nearpoints(@OpInput1, point(1,"P",0), 20); to store points in array. Now i want to store prim num. I connected grid on 1st input and one centre point on 2nd input to use this one. If you have other way to store points tell me that also. Thank you
  5. How to use nearpoint in vex

    Hi guys, I need to ask one quick question. How to use nearpoint expression in vex . Thanks in advance
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