bentway23 Posted July 29, 2021 Share Posted July 29, 2021 I have an alembic with a lovely bit of movement happening, lying down on a ground plane. I'd like to make parts of it floppy, which I can do with vellum and a pin to target with an attribute that scales the pin stiffness so it's lower on the floppier parts. No problem there. The part I'm not able to figure out is this: I actually want to hang this up by one of the floppy bits, but still be able to use the shivering/shuddering from the target animation. The target animation is apparently evaluated as absolute coordinates, rather than deltas of a rest mesh, so even with the floppy part being hung up, the pinned parts are still lying on the "ground"/seeking the actual point locations of the target. Is there a way where I can get it to evaluate the target so that even if some of the animated bits drift (and move some of the not-quite-100%-pinned areas) the vellum will incorporate the source object's animation, but at it's new simulated place? Thanks for any help! Quote Link to comment Share on other sites More sharing options...
bentway23 Posted July 30, 2021 Author Share Posted July 30, 2021 This was silly. I got tunnel vision and the vellum rest blend had slipped my holey brain. 1 Quote Link to comment Share on other sites More sharing options...
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