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tsimoneau
I have a basic line with a direction of 1 in Y and a poly sphere, with a point sop connected to the sphere to add normals. I then copy the line to the sphere's points using the “Transform Using Template Point Attributes” checked, but the line doesn't orient itself as expected (in the sphere's point normal directoin). What am I doing wrong?

Thanks,

-Tyler

Also, does the copy sop require normals from the source geometry? Or does it just use it's x,y,z rotation, and orient THAT rotation to the normals of the template.
graham
Houdini aligns things along the Z axis. Change your line to be along the Z axis and it will work properly.
tsimoneau
Wow, that was an amazingly fast reply. Thanks! I'll try that right away.

-Tyler
tsimoneau
That works perfectly; btw, is that in the help (that it orients everything along z)?

Thanks again,

-Tyler
EigenAlex
Jim Price did a very good example docs of the various usage on attributes using N, up, orient, etc somewhere here or odforce, but for the life of me I can't find it any more…. Anyone still remember what I am talking about? That page should probably be incorporated into Hdocs, I think.
Pagefan
You probably mean the attached file, yes indeed invaluable!
EigenAlex
Yup. That's the one. Thanks.
wolfwood
TheUsualAlex
Jim Price did a very good example docs of the various usage on attributes using N, up, orient, etc somewhere here or odforce, but for the life of me I can't find it any more…. Anyone still remember what I am talking about? That page should probably be incorporated into Hdocs, I think.

Copy SOP & Instancing Attributes [sidefx.com]

hehe I have it bookmarked cause I have to refer back to it all the time.

I should make animated gifs of the different transforms. Plus it would serve as a good example on how to handle blending of these attributes. Hmmmm….
Pagefan
:arrow: erto ships some espresso's to Canada to support Wolfwood.
tsimoneau
Wow, a lot of good info in that link, thanks guys.
-Tyler
old_school
Fyi, EVERYTHING defaults to aiming down the Z axis.
Up Vectors use the Y axis. The X is then derived from the Z and the Y axes (through a cross-product).

Lights and Cameras look down the -Z axis.
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