murathan altunsoy Posted January 20, 2014 Share Posted January 20, 2014 i want give noise per primitive objects only (not point deform) .so its supposed to play from the root .anybody can help me ? untitled2.hipnc Quote Link to comment Share on other sites More sharing options...
murathan altunsoy Posted January 23, 2014 Author Share Posted January 23, 2014 Is anybody have any idea about topic ? Quote Link to comment Share on other sites More sharing options...
narbuckl Posted January 23, 2014 Share Posted January 23, 2014 Hello there. You need to have a position attribute (preferably the centroid) that is consistent for each primitive so that you can use that to drive the noise. I create a file that should work for any number of primitives (or objects), if your using a copy node I would suggest transferring the position of the point to an attribute instead of using a foreach afterwards, but I wanted this to work for you regardless. Enjoy -Nathan Quote Link to comment Share on other sites More sharing options...
narbuckl Posted January 23, 2014 Share Posted January 23, 2014 Whoops the file didn't attach, here it is. primNoise.hip Quote Link to comment Share on other sites More sharing options...
murathan altunsoy Posted January 24, 2014 Author Share Posted January 24, 2014 i checked what you did .First of all thank you.it is so helpful but i want to make move (rotate) from object from roots Quote Link to comment Share on other sites More sharing options...
narbuckl Posted January 24, 2014 Share Posted January 24, 2014 Here is the same setup with the noise driving a rotation transform inside the vopsop. primNoiseRotate.hip Quote Link to comment Share on other sites More sharing options...
murathan altunsoy Posted January 27, 2014 Author Share Posted January 27, 2014 respect to master thank you so much Quote Link to comment Share on other sites More sharing options...
narbuckl Posted January 27, 2014 Share Posted January 27, 2014 Glad it works for ya! Quote Link to comment Share on other sites More sharing options...
murathan altunsoy Posted February 4, 2014 Author Share Posted February 4, 2014 yes and i have another quesition for solve .this is about on same example .in this example i want to compute rotation value and tranfer to another object's rotation . i created some staff but i think i stuck to quaternion because motion is still having almost same motion but orient is not true, there for motion is being up to down rotation_cal.hipnc Quote Link to comment Share on other sites More sharing options...
JIJIKV Posted July 16, 2017 Share Posted July 16, 2017 (edited) hi everybody ! i have made a setup and all is linked to a null which is the master. is there someone who knows how to move rotate and scale a null master randomly with a noise(like mountain)?? Edited July 16, 2017 by JIJIKV Quote Link to comment Share on other sites More sharing options...
DennisSchmidt Posted July 16, 2017 Share Posted July 16, 2017 As always there are many solutions to this. If you are familiar with CHOP's that would be the easiest. Just right-click on the channel and go to motionfx and add noise. You also mentioned the mountain SOP. What you could do is create a single point and modify that with a noise(mountain) and then reference it to your translate/rotate/scale of your locator channel with the centroid expression for example. centroid("../geo1/OUT_noise/", D_X) for the X channel of your moving point. D_Y and D_Z give's you the other values. This is just one of many possible options. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.