Stripping transform motion

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I'd like to take out the transforms for motion I'm using to drive a Vellum sim, essentially I need the input transforms to drive the sim but I'd like to cache it out at the origin without the transforms, if that makes any sense. Any ideas?
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Where was the transform from, is it from a cache?
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Yes, I'm driving the vellum sim from cached FBX animation from Maya
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Probably can multiply the simulated geometry by the inverted transform matrix from source. If you share the file I can try that.
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Absolutely! I've stripped out the alembic file that was driving the motion and I'm just using a sphere for simplicity. I'm keeping the Rivet setup in case it affects how the matrices are built
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Not sure why I was having trouble attaching this file
Edited by AndyW - Jan. 31, 2020 11:57:20

Attachments:
vellum_xforms_1.hip (642.8 KB)

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I used the transform pieces node to invert the transformation. Plug first input from vellum output, second from source animated geometry, third from source geometry freeze at frame 1, then check the invert transformation option.

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vellum_xforms_1_invert_transform.hip (1.5 MB)

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