Hi,
I want to import the transform of an obj into kinefx transform attribute. How to do it?
Thanks for any tips!
Edit: And how to export joint transform to object?
How to import transform from obj into kinefx?
1939 7 2- jerry7
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- edward
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- neshamota
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jerry7
Hi,
I want to import the transform of an obj into kinefx transform attribute. How to do it?
Thanks for any tips!
Edit: And how to export joint transform to object?
Hi, did you solve it? I have a mesh with transforms at obj level, that I want to use do drive one specific joint, but can't get rotations to work
- edward
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I realize one issue with using Scene Character Import is that it acts sort of like an agent-style import where the animation is cached into the node. So if you're looking to drive it in a live way from objects, then you probably don't want to use it. Every time to change the object-level animation, you'll need to hit Reload on it.
To directly drive a joint from an object, you'd need to use the optransform() VEX function. I've attached a simple example.
To directly drive a joint from an object, you'd need to use the optransform() VEX function. I've attached a simple example.
- neshamota
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edwardThanks a lot! this works. I've arrived to the same results with Object merge and RigVop, but this is much more simple
I realize one issue with using Scene Character Import is that it acts sort of like an agent-style import where the animation is cached into the node. So if you're looking to drive it in a live way from objects, then you probably don't want to use it. Every time to change the object-level animation, you'll need to hit Reload on it.
To directly drive a joint from an object, you'd need to use the optransform() VEX function. I've attached a simple example.
Is there a way but to make all the hierarchy follow the modified joint? like if I make this function to the root joint, all the others stay on place
Edited by neshamota - Dec. 19, 2020 06:06:47
- edward
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