Yader Posted October 15, 2015 Share Posted October 15, 2015 There is a new option in the Blend Shapes Node called "Shortest Path Transform Blending", can anyone give me a hint as to what this option is good for? Quote Link to comment Share on other sites More sharing options...
edward Posted October 16, 2015 Share Posted October 16, 2015 Say you have two primitives which have intrinsic transforms like VDB primitives, sphere primitives, or tube primitives. Then you can blend these transforms in a more intuitive/expected fashion than the usual component-wise blending of the transforms as matrices. Quote Link to comment Share on other sites More sharing options...
Yader Posted October 16, 2015 Author Share Posted October 16, 2015 Thanks Edward, and I thought this could be an option for blending rotations and have it behave like one expects. I tried it here with polygons turned into packed primitives and tried to blend rotations, it gave me some kind of arc blending but not 100% correct. Quote Link to comment Share on other sites More sharing options...
edward Posted October 18, 2015 Share Posted October 18, 2015 Not 100% correct in what way? Screenshot? Quote Link to comment Share on other sites More sharing options...
Yader Posted October 18, 2015 Author Share Posted October 18, 2015 Here's an example. The Plane is packed and rotated and then put through a blendshape sop. As you can see from the trails, that the rotation isn't correctly blended. PackedPrimitive_Rotation_SLERP_01.hipnc Quote Link to comment Share on other sites More sharing options...
pezetko Posted October 18, 2015 Share Posted October 18, 2015 (edited) Looks OK to me. You are transforming single packed primitive along shortest (thus linear) path from one position to another (90 degree rotated). SLERP maintains blending that way it's correctly blended, so you will not get scale/skew deformation during blending. And this is happening. You can see that dimensions of that primitives remains constant during blending. When you turn off SLERP you will get scale deformation during blending so it will get shortest in the middle of the blend animation. Don't forget that pivot of the packed primitive is in the middle. If you expect to see arcs in the trails, be sure that you have correct pivot. Move the grid center 0.5 unit along X axis so it is at the origin. And then in the Assemble sop set Pivot Location to Origin. Edited October 18, 2015 by pezetko Quote Link to comment Share on other sites More sharing options...
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