donners4 Posted February 21, 2010 Share Posted February 21, 2010 The pieces contains a large number of cubes. I need each cube to scale in the Y direction according to music data from chops, i want to have about 4 or 5 different exports from chops. So what i need to do is assign each exports of these to random cubes in the scene, how can I do this? The image is of the cubes i am using. Thanks Quote Link to comment Share on other sites More sharing options...
Ezz Posted February 22, 2010 Share Posted February 22, 2010 I wonder wich country youre from ;-) Peter quint has made some really cool tutorials http://vimeo.com/6930470 Check them out. Im sure you can use the basic concepts. Erik Quote Link to comment Share on other sites More sharing options...
Nerox Posted February 22, 2010 Share Posted February 22, 2010 I've setup a basic scene. The CHOP network looks quite complicated but it's basically all filtering to get a better animation curve. For advanced users, I'm aware of the Channel SOP but I couldn't get it to work with this. I don't know what goes wrong but I just want to sample a curve in CHOPS based at the current time, like I accomplish with the chopf() expression. So I used the expression instead. chopBoxes.rar Quote Link to comment Share on other sites More sharing options...
donners4 Posted February 22, 2010 Author Share Posted February 22, 2010 Thanks for the replies guys, big help and i understand both methods. However the main problem im having now with my scene is that the cubes i am using are imported from maya, therefore i have about 300 cubes subnetted at the scene level, and therefore these methods dont really work. Should i remodel the cubes or is there another way to get round this? Thanks again Quote Link to comment Share on other sites More sharing options...
Nerox Posted February 24, 2010 Share Posted February 24, 2010 (edited) Thanks for the replies guys, big help and i understand both methods. However the main problem im having now with my scene is that the cubes i am using are imported from maya, therefore i have about 300 cubes subnetted at the scene level, and therefore these methods dont really work. Should i remodel the cubes or is there another way to get round this? Thanks again You could object_import them separately in a new SOP geo node and then merge them together. Then use a connectivity and wire this in a separate SOP (Look at the help for details how these SOP's work). This results in every box having it's own group. Personally I would like to use a foreach and loop thru every group/piece and calculate the centroid and create a point at this position. Next I would use these points to copy new boxes on to them using a copy SOP. From there the workflow you can find in the file should work fine. Nice thing about this is, you only need to process the imported mesh once and after that everything is nice, clean en fast. You could even, in the foreach SOP, retrieve the bounding box info and store this on to the new centroid point. And use this to scale the new boxes. EDIT: I'm sorry I hadn't noticed there were non cubical shapes. In that case I would use the system as mentioned above to create a light prev system. And once the motion is tuned apply it thru another foreach loop to the imported maya mesh. Nick Edited February 24, 2010 by Nerox Quote Link to comment Share on other sites More sharing options...
edward Posted March 2, 2010 Share Posted March 2, 2010 Can you just export the geometry out of Maya as a single .obj? That would make things a lot easier. Quote Link to comment Share on other sites More sharing options...
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