Alex Lombardi Posted April 11, 2014 Share Posted April 11, 2014 I'm trying to attach some packed primitives to points on a deforming mesh. The Packed object should keep it's initial position/Alingment and find the closest point to follow. I need to some help on how to modify the Packed objects transform, to move and align with the normal of the deforming object. In my sample scene I have a simple skin wraped version to show the effect I'm after, I just don't want the packedObjects to deform when attached. How can I get to packedObjects to retain their initial transform and move/align themselves when the mesh starts deforming? Is there a matrix attribute somewhere I have to write or something? If there is an easy way, I'd love to know as well. The end result is to be used as RBD objects and select ones to set as active objects Cheers, Alex AttachPacked_OBJS_H13_v02.hip Quote Link to comment Share on other sites More sharing options...
petz Posted April 12, 2014 Share Posted April 12, 2014 is this what you want to do? hth, petz attach_packed_prims.hip Quote Link to comment Share on other sites More sharing options...
Alex Lombardi Posted April 13, 2014 Author Share Posted April 13, 2014 Yep, that's what I'm after. Attribute wrangle nodes are awesome Cheers petz Quote Link to comment Share on other sites More sharing options...
Alex Lombardi Posted April 13, 2014 Author Share Posted April 13, 2014 I just realized you had modified the cloth deform network and added the "Capture_mesh" network. Thanks again super helpful break down with VOP SOPs Cheers Quote Link to comment Share on other sites More sharing options...
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