mauchi Posted November 6, 2005 Share Posted November 6, 2005 Here's an attribute transfer question: I have a deforming poly mesh, I've scattered points on the surface. I'd like to transfer the primitive uvs of the deforming object onto the scattered points so that I can copy geometry onto the points with the z pointing like the faces point. What I get by default is a transfer of the point uvs to the new points which don't always point the same way as the primitive. Thanks! Mchi Quote Link to comment Share on other sites More sharing options...
edward Posted November 6, 2005 Share Posted November 6, 2005 I'm a bit confused by your post. uv's don't "point" in any direction .... Quote Link to comment Share on other sites More sharing options...
old school Posted November 6, 2005 Share Posted November 6, 2005 You have to transfer point normals on to the scatter points as well. Just create Normals on your primitive surface prior to scattering. Quote Link to comment Share on other sites More sharing options...
mauchi Posted November 6, 2005 Author Share Posted November 6, 2005 Oops, I was a little fried when I posted this, I meant primitive and point normals, not uvs. My goal is to scatter a bunch of points and when geometry is copied to those, they'll be aligned to the faces from the original mesh, like buttons on a shirt. The normals that come in with the scatter don't give me that result. Here's a scene Thanks! Mchi normals.zip Quote Link to comment Share on other sites More sharing options...
edward Posted November 7, 2005 Share Posted November 7, 2005 Ok, so what old school said. Here's an example. normals1_edward.zip Quote Link to comment Share on other sites More sharing options...
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