Jump to content

Stick points on an animated alembic


Recommended Posts

Hi there,

I'm trying to stick points on an animated alembic without the points moving all over the place.

At the moment I've got my alembic attached to a vdbfrompolygons to scatter.

How can I make sure that these points will follow the alembic geometry? (the polycount doesn't change while animating)

 

Thank you for your time and help.

(I've attached an alembic file)

AlembicTestFile.abc

Link to comment
Share on other sites

one method:

1) timeshift your geo to any static frame

2) scatter points, in the OutputAttribs tab turn on the first 2 options

3) put down Attribute Interpolate and put your points in first input, deforming geo into second input

 

  • Thanks 1
Link to comment
Share on other sites

5 hours ago, 3dome said:

one method:

1) timeshift your geo to any static frame

2) scatter points, in the OutputAttribs tab turn on the first 2 options

3) put down Attribute Interpolate and put your points in first input, deforming geo into second input

 

Hi 3dome, Thanks for your help.

I went and tried this out but I'm only getting one point that seems to move with this result.

I've attached a zip with the Alembic I use and the hip file with your solution.

Fixedscatter_01.zip

Link to comment
Share on other sites

6 hours ago, Sepu said:

use the point deform when scatter with volumes, also u need to unpack your geo

fixedscatter.hipnc

Thank alot Sepu,

Based on a few options I've come across another option by using an attributeVop and calculating the xyz dist.

The point data seems to animate a bit smoother this way.

FixedScatter.zip

Link to comment
Share on other sites

  • 3 weeks later...

You could run this snippet in a wrangle:

 

int posprim;
vector param_uv;
float maxdist = chf("maxdist");
float dist = xyzdist(1,@P,posprim,param_uv,maxdist);
vector pos1 = primuv(1, "P",posprim,param_uv);
vector pos2 = primuv(2, "P",posprim,param_uv);

@P = pos2+(@P-pos1);
 

The scatted points in the firstinput

Rest Geo in the 2nd

And deforming geo in the 3rd

Edited by kevidahevi
  • Thanks 1
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...