Zuny Byeongjun An Posted April 4, 2007 Share Posted April 4, 2007 i animate a nurbs with vexMoutain. and vex moutain scaleing as ramp... start point is zero and end point is one.. but vex moutain heigt option don`t $PT, $ID etc.. only enable variable are $FF, $T.. help me i nurbs deform as smooth spline..... Quote Link to comment Share on other sites More sharing options...
edward Posted April 4, 2007 Share Posted April 4, 2007 You can always just use a Point SOP to do the point blending. ptAttribBlend.hip Quote Link to comment Share on other sites More sharing options...
antoinedurr Posted April 4, 2007 Share Posted April 4, 2007 i animate a nurbs with vexMoutain.and vex moutain scaleing as ramp... start point is zero and end point is one.. but vex moutain heigt option don`t $PT, $ID etc.. only enable variable are $FF, $T.. Yes, VEX SOPs only evaluate the parameters once per cook, not once per point like the point SOP an others. However, you can override any parameter in a VEX SOP (or shader for that matter) by setting an attribute whose name, size, and type matches the parameter. So your vex_mountain SOP has a single-float field called 'height': add an attribcreate SOP and set a float value called 'height'. The vex SOP should now use that for the value of height. Quote Link to comment Share on other sites More sharing options...
Zuny Byeongjun An Posted April 4, 2007 Author Share Posted April 4, 2007 thank you... open you scene.. i see... power of point SOP.. i success smooth vex motion weiht... thank you very much... Quote Link to comment Share on other sites More sharing options...
Zuny Byeongjun An Posted April 4, 2007 Author Share Posted April 4, 2007 (edited) Thank you everyone. Thank you edWard. edWard`s idea is able to Simply nurbs. I try make curve(motin line) from particle point. And nurbs object make the curve by skin. Last work ..the nurbs shading like flowing... But your idea of $BBX..etc have some of problem.. to free moving with particleCurve... So i test it with use $UV,$LIFE..etc.. But i run into a brick wall.. Please me... My test scene attache... test01.hip Edited April 4, 2007 by mayalife Quote Link to comment Share on other sites More sharing options...
edward Posted April 4, 2007 Share Posted April 4, 2007 $BBX was only an example that was convenient. You can parameterize your blending in any number of ways. Offhand, you could try doing the blend based on only on just $BBX but also on $FF as well. Quote Link to comment Share on other sites More sharing options...
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