i am trying to rotate in xyz boxes duplicated along a curve with a lag
the chop network is distributing the x y z per point wrongly.
it is obvious in the detail view of the channel import.
it actually put the rx value on point 1 right, but then on point 2 it puts the rx value on ry, third point rx value on rz…and it loops so.
as a result de pieces dont rotate the same way
here is the file.
i hope someone can help..
it is very easy to solve for you guys.
it is a very basic system from a tutotial
CHOPS behavior issue
1851 2 0- sami.tawil
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- tamte
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instead of adding channels with Math Chop add them using Vector Chop, it can take vector mask like rx* ry* rz* and match channels according to it (each input can have differently named vectors)
when you have your rotations back in sops as an attribute containing euler values it is much faster to convert it to quaternion attribute named “orient” (which will be directly picked up by Copy Sop as rotation) than copy stamping individual XYZ components to rotation channels of transform sop
look at the file
when you have your rotations back in sops as an attribute containing euler values it is much faster to convert it to quaternion attribute named “orient” (which will be directly picked up by Copy Sop as rotation) than copy stamping individual XYZ components to rotation channels of transform sop
look at the file
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- sami.tawil
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