3__ Posted July 17, 2004 Share Posted July 17, 2004 Is there a way to stop swept geometry from rolling 180 degrees on concave sections of the backbone? I'm also having problems with reference point aiming, namely the first and last item orientation is broken when using a vertex-offset copy of the backbone as the reference point input (see attached). -cpb sweep_problem.zip Quote Link to comment Share on other sites More sharing options...
edward Posted July 17, 2004 Share Posted July 17, 2004 I dissolved one of the edges because it looked like sweep doesn't handle closed curves properly. After that, I just needed to reverse the shift direction so that everything fell into place. sweep_problem_fixed.zip Quote Link to comment Share on other sites More sharing options...
3__ Posted July 17, 2004 Author Share Posted July 17, 2004 thanks, Edward. I'm trying to have the ringed side of the geometry all on the same side so I can run a cable through it. when the animation is played the first item will still flip along its length at seemingly random frames. perhaps it needs some vops point normal massaging (there goes my evening) and a copy sop. attached is a lighter, playable version. -cpb sweep_problem_2.zip Quote Link to comment Share on other sites More sharing options...
edward Posted July 17, 2004 Share Posted July 17, 2004 The problem with the sweep is that not enough control is given to fully specify how you want the primitives in this case to be swept. The copy sop on the other hand seems much better. sweep_problem_2_fixed.zip Quote Link to comment Share on other sites More sharing options...
3__ Posted July 18, 2004 Author Share Posted July 18, 2004 nice. incidentally, how do I get a vector output from a matrix3 in vops (lookat vop)? I've looked up the math at euclideanspace.com and tried it in this case (to cater for a twisted curve) without success: heading = atan(m01/m00) bank = atan(m12/m22) attitude = asin(-m02) -cpb Quote Link to comment Share on other sites More sharing options...
edward Posted July 18, 2004 Share Posted July 18, 2004 Just use the Extract Transform VOP. Oh wait, that only takes a full 4x4 matrix. So after the look at, append a Matrix3 To Float VOP. Then Append a Float To Matrix VOP. Wire up the matching named outputs and inputs. (leave all the inputs with a number 4 disconnected) Now you can append an Extract Transform VOP after the Float To Matrix VOP. This is a good candidate for a new custom VOP type. A Extract Matrix3 VOP. Quote Link to comment Share on other sites More sharing options...
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