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Found 8 results

  1. My whole end goal is essentially just trying to take a Transform SOP's pivot rotation (visually shown in the viewport as the transform pivot handle) and extract it as a vector. This way I can then apply this rotation pivot vector to future transform SOPs to effectively copy the rotation pivot across...
  2. Hello, I'm trying to automate cogs rotation using vex and a formula I've found online. The basic scenario is the following : one cog 'parent' and one cog 'child'. The cog 'parent' is animated (simple animation on Y axis) and will drive the cog 'child' by the following formula : (cog 'pare...
  3. Hey folks, would there be a way to identify and extract, procedurally, animated rigid pieces from soft point deforming pieces? Say, you have a character alembic cache and several meshes on that character are rigid (i.e. their points don't change positions relative to each other). For example: the...
  4. For the full course, visit : https://www.cgforge.com/course?courseid=quaternions-matrices In this quick tip, we take a look at a practical example which takes advantage of both quaternion and matrix (and/or Euler) based rotation.
  5. I'm importing a vector4 as a point matrix within a VOP SOP; but it's position as in the transformation matrix, does not align correctly with the object prior to the transformation matrix ? The problem is in this VOP network, as the problem is only experienced in this VOP Network ?
  6. Hello everyone, I have created few videos to introduce vectors and matrices in a fun way, with lots of real-world examples. Please go through them and I would love to get a feedback. Intro to Vectors | An Idiot's Guide to Vectors and Matrices, Part 1 Intro to Matrices | An Idiot's G...
  7. Hi, I have a case where I have, lets say an object which comes from bulelt sim, with v and w. Based on that object, I want to drive another bullet sim, updating v and w, so the rest would be calculated by bulllet sim. In the scene I attached it works pretty much, except it flips a...
  8. garf

    L-System Pivot

    Hello, Does anyone know a way to get the pivot point of each prim from an L-System? I'd like to use this for animating bends and rotations but I'm not sure how I would go about it. Logically I need to find the nearest point on the previous gen to the 0 point of each primitive but it...
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