JJ FX Posted July 31, 2019 Share Posted July 31, 2019 (edited) Hi, So I baked out some kind of vector flow map on the character. The idea was to use it back in sops over deformed character. Ofcourse the bake is done in a single frame. So when those vectors are applied to a deformed mesh, they are constant to the world space, which completely make sense, but is useless for me. Since this is a vector map and its stored as a color map, there is some kind of "gradient" on the deformed mesh that could be computed as a change of the flow map? Do I make sense? For example you have a character where the flow always go from the shoulder to the hand. And once the character gets deformed (animated) I want the flow (vector) to always follow the rule "from the shoulder to the hand". And yeah my flow is a vector, not a float. And I need those vectors in sops. Dont know if I explained this good enough. Any1 any tips? Edited July 31, 2019 by JJ FX Quote Link to comment Share on other sites More sharing options...
anim Posted July 31, 2019 Share Posted July 31, 2019 you can use Attribute Reorient SOP to reorient the vector attribute from rest geo to deforming one 2 Quote Link to comment Share on other sites More sharing options...
JJ FX Posted July 31, 2019 Author Share Posted July 31, 2019 (edited) 41 minutes ago, anim said: you can use Attribute Reorient SOP to reorient the vector attribute from rest geo to deforming one OMG THANK YOU, thank you, thank you!!! I didnt know this would be so straightforward Edited July 31, 2019 by JJ FX Quote Link to comment Share on other sites More sharing options...
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