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Found 6 results

  1. Hi. I have a setup with boxes scattered in a circle position. Inside rbdbulletsolver i try to use LookAt in order to force boxes always face the center while they move around. But fo some reason look at rotates all boxes. I know there must ne something with up vector but cant fiure out by myself. I tried to different options within look at and tried to assign different up values but still cant figure out how to make look at force objects to actually look in the center of coordinates without weird rotation. Please... help The file is attached. untitled.hip
  2. Hi, I'm searching for a way to apply some motion to a camera that already have a constraint. Just to clarify, my camera have a lookat constraint and I want to apply a "camera shake" after the lookat. I tried to use a noise and add it to my rotation xyz, and it to get applied, but due to the lookat happening just after, it doesn't do anything. Is there a thing that I'm missing or is it just impossible to combine both (wich seams weird to me) and I should animate my camera and recreate the "lookat" effect by hand just so I can apply my noise ? I hope that I'm understandable enough Here is my project setup, The camera is the SCENE_1_Cam_1 with the constraint in it and the noise is in the "motionfx" CHOP Network, in the network box also named "SCENE_1_Cam_1" Animatic.hiplc
  3. Look at inside attribte VOP

    is there anyone who knows how look at works inside attribute VOP?
  4. Does anyone know how the shelf tools do their eye rigging? I'm looking at the simple biped network and I don't see anything in the lookat parameter of the eyes, and the lookat nodes are in a separate branch from the eye geometry. Any help is much appreciated! Edit: Looking inside the pretransform nodes, I can tell those are being rotated when I move the lookat object. The transforms aren't changing though, and I don't see any expressions or chops references.
  5. I'm trying to at a bit of rotation spring to a look at constraint. It's not working. I created a lookat constraint and then within the constraint network after the lookat chop I add three deletes with t*, r* and s* and then merged the channels back together. I added a spring chop to the r* channels before merge. (see attached image) There is no spring added to any channel. I'm wondering how this could be done.
  6. Hi, how would you describe difference between lookat() and dihedral() VEX functions? Aren't both used to compute matrix3 to transform vector A onto vector B ?
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