zveris Posted April 25, 2003 Share Posted April 25, 2003 I would like to find out how can I compare two point sets, get defference vectors and apply them to the third set.In my case it is thee difference betwean two blend shapes which I would like to find out, and apply to geometry file witch is topologicaly the same (point,primitive order etc) but is different from firs two.And I need exact amoun and direction of deformation. I looked in vew builder nodes, but nothing jumped to my mind. Any sugestions? Thx zveris Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted April 25, 2003 Share Posted April 25, 2003 You could use the point SOP. ModelDeformA goes into the first input, ModelDeformB goes into the second, You can add color, and for the value do x: $TX2 - $TX y: $TY2 - $TY z: $TZ2 - $TZ Then append an attribute SOP and rename Cd to Delta or something. You could then pipe this "difference info" into another Point SOP and apply the difference there. Or you could do it in hscript with a couple of point() expressions. Or .... jim. Quote Link to comment Share on other sites More sharing options...
edward Posted April 25, 2003 Share Posted April 25, 2003 There's probably an easier way using the regular sops but as I'm not as familiar, here's an example use the VEX Builder. pointdiff.zip Quote Link to comment Share on other sites More sharing options...
zveris Posted April 25, 2003 Author Share Posted April 25, 2003 thx guys, playing with the stuff now. thanks for help alot. zveris Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted April 25, 2003 Share Posted April 25, 2003 I like Edward's way better. I missed the part about "need[ing] exact amoun and direction of deformation." jim. Quote Link to comment Share on other sites More sharing options...
zveris Posted April 25, 2003 Author Share Posted April 25, 2003 Hi JIM, hi Edward, odly enough Jim's way indeed worked (to some extend, but Edwards not. Extended explanation: I have an animation of a characters face, it is a sequence of obj which I importiong in Houdini. It has tremendous detail, so I want to retarget the amimation for a new character, and it has the same topology(actualy it's morphed using third party tools from the scan). So using Jims way motion comes along quite fine, exept areas where proportions are sensibly different (obvious). Now Edwards way gives a motion for the points, but result is totaly unrecognisable motion. thanks for input any other ideas would be highly appreciated. Zveris Quote Link to comment Share on other sites More sharing options...
edward Posted April 26, 2003 Share Posted April 26, 2003 If you turn off Use Source Normals, then it should be the same method as Jim's, no? Quote Link to comment Share on other sites More sharing options...
zveris Posted April 26, 2003 Author Share Posted April 26, 2003 Oddly enough, no, result is not the same. Quote Link to comment Share on other sites More sharing options...
edward Posted April 28, 2003 Share Posted April 28, 2003 The first input is the face your want to apply the difference to. I don't remember the order of the other two inputs now. I think the second input is the one you want to subtract from. I'm guessing that the inputs are just wired in wrong. But in anycase, whatever works! Quote Link to comment Share on other sites More sharing options...
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