Hey Gang,
I was wondering if there was any way to make packed RBDs and Flip interact correctly with each other? If anyone can shed some light on this it would be greatly appreciated. So far I couldn't make it work. There's some sort of collision representation but I could find a way to control it. I attached a quick hip file showing my failing attempts.
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Technical Discussion » Packed RBD and Flip
- romen
- 5 posts
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Technical Discussion » Point VOP Integer/Float to String Casting
- romen
- 5 posts
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I have searched for a solution for exactly this for a while, so even though this post is super old I thought I would share my solution. You can simply take the print node for this, just plugin in the integer and for the format string use: %. At least this worked for me.
Technical Discussion » Instance Animation Time
- romen
- 5 posts
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Technical Discussion » Instance Animation Time
- romen
- 5 posts
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Thanks and sorry for the late response. I totally missed this got answered. Regarding the abc offset per primitive how do you set it? Is it just the abcframe attribute? I just tried it and didn't have any success.
Technical Discussion » Instance Animation Time
- romen
- 5 posts
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Hi there,
I have an animated object that I'm instancing onto points. Is there any way of randomizing or offsetting the animation time of the instances (point instancing or copy sop) without copy stamping them to a time shift sop. With a lot of instances the mentioned solution becomes really slow through the stamping approach so I was wondering if there's an attribute to actually control the instance time.
Thanks and best,
Roman
I have an animated object that I'm instancing onto points. Is there any way of randomizing or offsetting the animation time of the instances (point instancing or copy sop) without copy stamping them to a time shift sop. With a lot of instances the mentioned solution becomes really slow through the stamping approach so I was wondering if there's an attribute to actually control the instance time.
Thanks and best,
Roman
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