Risking redundancy, I posted this same topic on odforce. Hopefully someone on this forum can give me a some help.
I've managed to create a kinefx skeleton rig for a quadruped character.
Each bone is uniquely named as is recommended
I'm trying to set the position of one of the kinefx skeleton bones to the centroid of a group of points in the mesh geometry being deformed
I'm using the "getbbox_center(0)" vex function to acquire the centroid but I cant figure out how to set the bone position to that vector position value.
I was hoping to use a rigattributewrangle sop node to set the position of the bone but the syntax to accomplish that is not easy to find.
Help would be appreciated.
setting the position of a named bone of a kinefx skeleton
1319 3 0- WillA
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- tamte
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WillAmaybe you can start by using Rig Attribute VOP
I was hoping to use a rigattributewrangle sop node to set the position of the bone but the syntax to accomplish that is not easy to find.
you can use Set Point Transform VOP to set transform of any particular joint by index or name
then you can observe it's code if you want
in wrangle it would be something like
vector P = {0,1,0}; string name = "myjointname"; matrix xform = ident(); translate(xform, P); int pt = nametopoint(0, name); setpointtransform(0, pt, xform);
Edited by tamte - Oct. 6, 2021 11:39:07
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- WillA
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- willh
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