GlennimusPrime Posted June 5, 2021 Share Posted June 5, 2021 I'm trying to use the Point Deform SOP to deform a poly tube object, but the Point Deform only seems to translate the points rather than rotate / aim the points when deforming. I've attached an example scene to help show my issue, also see this image: Point_Deform_Problem.hiplc Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 5, 2021 Share Posted June 5, 2021 from helpcard Tips and notes This node works for cloth- or solid-like models. It does not work for wire models (the transforms become unstable). The connectivity is not limited to polygons or two manifold surfaces, making it useful for use with the constraint networks you get out of Bullet or the grain solver. If you use connected points, the connectivity should be the same in the rest points and the deformed points. Adding/removing edges or changing connections will confuse the node and produce bad results. If an id attribute is on the rest and deformed points, the node uses it to establish correspondence between rest and deformed points, as well as store capture point numbers. The Bone Deform, Cloth Deform, and Lattice SOPs also capture and deform geometry. if looks like you're doing Bone deform...like for a character's arm... Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 5, 2021 Share Posted June 5, 2021 here's a quick test, if I turn your wire "controller" to non-wire with a sweep...even with a weird 13 columns...doesn't have to be 4 to match the orig geo. It works...just toggle the sweep on/off Point_Deform_Problem_test.hipnc 1 Quote Link to comment Share on other sites More sharing options...
GlennimusPrime Posted June 9, 2021 Author Share Posted June 9, 2021 On 6/5/2021 at 1:37 PM, Noobini said: This node works for cloth- or solid-like models. It does not work for wire models (the transforms become unstable). Dang I had completely forgotten about this. Thanks for pointing this out. Your .hip file example does work for me, and I had tried something identical to this already, but was hoping to do away with all the extra created geometry in my scene. Not to worry, this technique does work so I will roll with this option for now. Many thanks for the help @Noobini Quote Link to comment Share on other sites More sharing options...
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