I'm trying to set up a system where I can automatically add crossbar kind of things to some geo. I'm looking to get something like this
I'm using some vex to figure out how long, and at what angle each piece needs to be, but I'm not sure how to go about implementing it
Using a copy stamp and copy to points node gives the same results
I tried rotating the box before copying it, then scaling it in y, but that just stretched it vertically
If I copy it without rotating it first, then the scale works right but then I don't know how to rotate them afterwards.
Is there a way to scale them all individually then rotate them all individually, or copy them will the angle, then scale them based on the way they're facing?
Setting scale and rotation in copy node?
1008 1 1- genaralskar
- Member
- 10 posts
- Joined: Sept. 2017
- Offline
- toadstorm
- Member
- 359 posts
- Joined: April 2017
- Offline
If all you're doing is transforming geometry, you don't need (or want) copy stamping… you want to use template point attributes.
Basically you need to provide a v@N and v@up attribute on your points, and those determine how the copies are oriented. For example, if the object you're copying is aligned towards +Z, the N attribute will determine which way is +Z, and the up attribute will determine which way is +Y.
http://www.sidefx.com/docs/houdini/copy/instanceattrs.html [www.sidefx.com]
Basically you need to provide a v@N and v@up attribute on your points, and those determine how the copies are oriented. For example, if the object you're copying is aligned towards +Z, the N attribute will determine which way is +Z, and the up attribute will determine which way is +Y.
http://www.sidefx.com/docs/houdini/copy/instanceattrs.html [www.sidefx.com]
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
-
- Quick Links