majinpu Posted August 16, 2017 Share Posted August 16, 2017 Hi there! I have a simple scene where I have some bullets been dropped by an emitter on the ground. The bullet geo was polyreduced and packed (keeping the option "point location" to "origin" on). When I create a dop import and select the option "create points to represent object" and copy the hi poly geo two of my objects are moving. What I am doing wrong? Other question: at the beginning I was trying to connect the input of the dop import with my Hi poly geo but it didn't work... why? I am attaching a file scene thank you! cheers! Bullet_Emit.hipnc Quote Link to comment Share on other sites More sharing options...
majinpu Posted August 16, 2017 Author Share Posted August 16, 2017 sorry about the duplicated post... is there any chance to delete it? Quote Link to comment Share on other sites More sharing options...
ranxerox Posted August 16, 2017 Share Posted August 16, 2017 here's one way to do it. Make sure your name attributes line up and use 'transformpieces'. -G Bullet_Emit_v2.hipnc Quote Link to comment Share on other sites More sharing options...
majinpu Posted August 17, 2017 Author Share Posted August 17, 2017 (edited) thanks ranxerox! btw I it seems that your workaround doesn't solve the issue. the primitive "0" is still missing for the hi poly switch! you're assigning to the the hi res geo a name attribute from 0 to the number of copies, so that each point with an id number generated by the pop source can match with the name of the transform piece sop... should work, but it seems that there is a kind of weird issue with the first point emitted... In my example (see attached images) I can clearly see the prim number 0, but using the dop import the prim number 0 get moved away and I can still see the point without info on it... seems weird ... could be this a bug? Edited August 17, 2017 by majinpu Quote Link to comment Share on other sites More sharing options...
Yon Posted August 17, 2017 Share Posted August 17, 2017 I've had issues with polyreduce and transformpieces, try using a fuse instead to reduce point count Quote Link to comment Share on other sites More sharing options...
Dam Posted August 17, 2017 Share Posted August 17, 2017 (edited) I had this issue many times too, I've attached an hip file with a couple of solutions Cheers, -Dam Bullet_Emit_v2_copyFIX.hipnc Edited August 17, 2017 by Dam updated hip 1 Quote Link to comment Share on other sites More sharing options...
majinpu Posted August 17, 2017 Author Share Posted August 17, 2017 Thanks a lot Dam! Quote Link to comment Share on other sites More sharing options...
ranxerox Posted August 17, 2017 Share Posted August 17, 2017 17 hours ago, majinpu said: thanks ranxerox! btw I it seems that your workaround doesn't solve the issue. the primitive "0" is still missing for the hi poly switch! you're assigning to the the hi res geo a name attribute from 0 to the number of copies, so that each point with an id number generated by the pop source can match with the name of the transform piece sop... should work, but it seems that there is a kind of weird issue with the first point emitted... In my example (see attached images) I can clearly see the prim number 0, but using the dop import the prim number 0 get moved away and I can still see the point without info on it... seems weird ... could be this a bug? it seems like the names of the pieces emitted are missing 'piece1', so the names don't line up. I've attached a possible solution. -G Bullet_Emit_v3.hipnc 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.