Extrude along spline
32670 25 3- nandez83
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- pbowmar
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- nandez83
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Ok, i create a polygon mesh (cube)
In mode “create in context”, I add a curve.
With the face selected i load sweep from TAB menu
Next step i select the curve and i press enter.
The result is a “N” number of cube along my spline, But nothing extrusion.
After this i tried to use skin operetor…But….Nothing
TNX for help and support!
GNS71
In mode “create in context”, I add a curve.
With the face selected i load sweep from TAB menu
Next step i select the curve and i press enter.
The result is a “N” number of cube along my spline, But nothing extrusion.
After this i tried to use skin operetor…But….Nothing
TNX for help and support!
GNS71
- xtimmyx
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- Simon
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Its a function that is missing from houdini.
At the moment you have to build your own.
In your example you'd need to first extract the face you wish to extrude - using a blast sop, then align it to the origin (with its local up axis aligned to the world z axis) and then sweep it along your path and skin it. Finally merge the result back with the original minus the face you have swept. The tricky bit is getting the swept face to match exactly with the face that was removed but for a box you should be ok.
If you do this a lot you'd need to wrap it all up in an otl, or pester Sesi to add it as an option to the poly extrude node.
At the moment you have to build your own.
In your example you'd need to first extract the face you wish to extrude - using a blast sop, then align it to the origin (with its local up axis aligned to the world z axis) and then sweep it along your path and skin it. Finally merge the result back with the original minus the face you have swept. The tricky bit is getting the swept face to match exactly with the face that was removed but for a box you should be ok.
If you do this a lot you'd need to wrap it all up in an otl, or pester Sesi to add it as an option to the poly extrude node.
The trick is finding just the right hammer for every screw
- nandez83
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- flyingc
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You can just run it in a textport whilst testing, you'll need to modify it to match your node.
Then when you have it working add it to the script section of your asset and change the event handler to “before first create” (I haven't tested this though as I use the method below)
or
you can put it in a 456.cmd file in your scripts directory.
Then when you have it working add it to the script section of your asset and change the event handler to “before first create” (I haven't tested this though as I use the method below)
or
you can put it in a 456.cmd file in your scripts directory.
The trick is finding just the right hammer for every screw
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