sanostol Posted November 29, 2013 Share Posted November 29, 2013 When I create a set of packed primitives with the copysop or when using the assemble sop I get a point for every single packed primitive but I also get a primitive for this, in a edit sop I can now translate, rotate and scale them. the change is stored in the intrinsic:packedfulltransform, but it seems not to be possible to write that data with vops to control the transform. Are there other ways? Martin Quote Link to comment Share on other sites More sharing options...
crunch Posted November 29, 2013 Share Posted November 29, 2013 When I create a set of packed primitives with the copysop or when using the assemble sop I get a point for every single packed primitive but I also get a primitive for this, in a edit sop I can now translate, rotate and scale them. the change is stored in the intrinsic:packedfulltransform, but it seems not to be possible to write that data with vops to control the transform. Are there other ways? Martin You can modify the intrinsic:transform (3x3 matrix) primitive intrinsic (it's writable), or move the point to transform. The full transform is computed as a combination of the transform, the point positiion and possibly other factors (i.e. Alembic transforms). Quote Link to comment Share on other sites More sharing options...
magneto Posted November 29, 2013 Share Posted November 29, 2013 You can use the Primitive Intrinsic VOP 1 Quote Link to comment Share on other sites More sharing options...
sanostol Posted November 29, 2013 Author Share Posted November 29, 2013 Thanks! @magneto: the Primitive Intrinsic VOP seems to read data but not to write @ crunch: intrinsic:transform gets intrinsic_transform in a bindexport, whats the correct way to write out the data Quote Link to comment Share on other sites More sharing options...
magneto Posted November 29, 2013 Share Posted November 29, 2013 Sorry I didn't notice. But you can use the Set Attribute VOP (Set Class to Primitive Intrinsic) or the setprimintrinsic function. 1 Quote Link to comment Share on other sites More sharing options...
sanostol Posted November 29, 2013 Author Share Posted November 29, 2013 cool, thank You 1 Quote Link to comment Share on other sites More sharing options...
sanostol Posted November 30, 2013 Author Share Posted November 30, 2013 unfortunately the transform is not updated during simulation, I hoped to be able to animate the scale of packed primitives during simulation Quote Link to comment Share on other sites More sharing options...
magneto Posted November 30, 2013 Share Posted November 30, 2013 So Primitive Intrinsics are not animatable? Quote Link to comment Share on other sites More sharing options...
sanostol Posted November 30, 2013 Author Share Posted November 30, 2013 they are but until now i could not get Bullet to update the collision shapes Quote Link to comment Share on other sites More sharing options...
cosku Posted December 23, 2014 Share Posted December 23, 2014 Hi there, I'm also going through this now, and even though I scale the packed primitives, I can't get the bullet collision shapes to scale. Has anyone solved this yet? Cheers, Quote Link to comment Share on other sites More sharing options...
murathan altunsoy Posted December 26, 2014 Share Posted December 26, 2014 (edited) i am not sure but maybe this sample can help after_change.hip Edited December 26, 2014 by murathan altunsoy 1 Quote Link to comment Share on other sites More sharing options...
tricecold Posted September 1, 2015 Share Posted September 1, 2015 I am struggling with this also, I started a new thread because I didnt find this one first, http://forums.odforce.net/topic/23353-scaling-packed-objects-with-vex/ any progress, on this, I cant seem to get the collision to update properly; Know the problem is I can scale Packed RBD objects in the DOP but their collision geo does not seem to update even thou guide geometry shows the actual scaled size,I found this in the manual"Each packed primitive contains the collision geometry for an RBD object, "Maybe I need to scale this geo as well as render geo. Back and forth on the forums, I scale the packed objects with this matrix3 trn = primintrinsic(0, "transform", @primnum); matrix scalem = maketransform(0, 0, {0,0,0}, {0,0,0}, scale, @P); trn *= matrix3(scalem); setprimintrinsic(0, "transform", @primnum, trn); this works on the geometry but collisions does not respect the size,check the file and you will see what I mean, The goal is to keep scaling inside DOPs, otherwise it works fine when I scale the geo and turn on Deforming Active, but I dont want that for a very good reason. Quote Link to comment Share on other sites More sharing options...
jeannel Posted May 8, 2016 Share Posted May 8, 2016 Hello there, I'm too interested in this topic. I tried 2 VEX methods using an Attrib_Wrangle inside a Solver SOP : The one provided above by Tricecold, with the same behaviour where the Scale Matrix, indeed scale but doesn't update the collision correctly. And this one matrix3 mat = primintrinsic(geoself(), "transform", 0); 3@m = mat; mat *= fit(@Frame, 55, 75, 1, 0.99); setprimintrinsic(geoself(), "transform", @ptnum, mat); Which updates better in terms of collision position. Though, it doesn't look right, it is very visible that the whole matrix is reduced. My big wish would be to reproduce the above wrangle in vop, but I'm stuggling with the node Intrinsic, and also I don't know what I should provide the Pivot entry with. If anyone could provide a sample hip or a screen capture to get me started that would be super helpfull Quote Link to comment Share on other sites More sharing options...
AlexisLeduc Posted November 18, 2019 Share Posted November 18, 2019 Hey guys, I know I'm really late but whatever. If you want to update the collision geometry you have to set the packedprim point id attribute to -1. This way bullet will think it's a new geometry and so recomputes the collision geo according to it's intrinsic transforms. Props to the Entagma guys for this one. Cheers Quote Link to comment Share on other sites More sharing options...
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