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Found 2 results

  1. I would like to have something like CaptureLayerPaint SOP but without having a actual bones or capture. Just set a number of channels and paint on a channels having them all being normalized as I do it, i.e. per point, the sum of all channels is 1.0. I've done something like this before setting an array attribute, but I can't paint it in this way. (contains sound) https://streamable.com/jl6ag https://streamable.com/665k6 So instead of just using those nulls to define those areas of influence for deformation/instancing/etc... I'm looking for to directly paint them. So is there a way to pain such type of maps arbitrarily? Thanks!
  2. Hi im having a problem. Im trying making a Digital Asset. -First a object is proportional normalized to the grid unit of 1. -Later on no matter what effect / scale, it sets everything back to the normal postition. This all go's fine but after normalized at the beginning its off in the Y axis for 0.008 units below the grid. Ofcourse i can move it up but i want to know what im doing wrong and i cant figure it out. (and keep it procedural) here is mij transform code(X,Y,Z): 1/if($SIZEZ > if($SIZEX > $SIZEY, $SIZEX,$SIZEY),$SIZEZ, if($SIZEX > $SIZEY, $SIZEX,$SIZEY)) (and there is my sample file with notes) i would love to hear what the reason is. its in the first transform of the node tree THNX ALOT!!!! Normalize_And_Back.hip
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