Problem with pivots after processing meshes in HDA

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I would like to make an HDA thats takes big mesh as input and split it to few smaller ones in unreal.

It is rather easy to split mesh with partition and pack. But I would like to add custom pivot for every mesh I generate… and then move it were it is suppose to be to complete the old mesh.

Is it even possible to have such additional pivot? That would be perfect next think to do after sockets

Any ideas for workaround or sth?
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The plugin doesn't have a built-in way to move the pivot of packed primitive geometry. That sounds like a good RFE though - we could add an attribute for that.

For a workaround you could promote the $CEX,$CEY,$CEZ variables for each packed primitive to their respective points, then you unpack and transform all the points by the negative of those saved values. Then you simply re-pack into packed primitives and transform each of those by the same values again!… I think that's 3 foreach loops.

By the way, sockets are supported: http://www.sidefx.com/docs/unreal/_sockets.html [www.sidefx.com]
Edited by chrisgreb - Aug. 1, 2017 15:14:43

Attachments:
ExplodedSphere.hda (16.4 KB)

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I know sockets are there great stuff

// your solution is great
Edited by MightyKaziu - Aug. 2, 2017 03:25:42
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