Yundaz Posted May 13, 2018 Share Posted May 13, 2018 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 Quote Link to comment Share on other sites More sharing options...
3dome Posted May 13, 2018 Share Posted May 13, 2018 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 1 Quote Link to comment Share on other sites More sharing options...
Yundaz Posted May 13, 2018 Author Share Posted May 13, 2018 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 Quote Link to comment Share on other sites More sharing options...
Sepu Posted May 14, 2018 Share Posted May 14, 2018 (edited) use the point deform when scatter with volumes, also u need to unpack your geo fixedscatter.hipnc Edited May 14, 2018 by Sepu 2 Quote Link to comment Share on other sites More sharing options...
Yundaz Posted May 14, 2018 Author Share Posted May 14, 2018 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 Quote Link to comment Share on other sites More sharing options...
kevidahevi Posted May 29, 2018 Share Posted May 29, 2018 (edited) 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 May 29, 2018 by kevidahevi 1 Quote Link to comment Share on other sites More sharing options...
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