Max Bound from a box sop

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Hi All,
Grey matter failure, does anyone happen to know the simple trick to to get the maximum bound that a box sop will generate when taking the input of an object over a frame range. Its one of things I have forgotten how to. I do have a chops solution but is slow and cumbersome to implement , I seem to remember it used a trail sop …

Rob
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Hi,

Do you mean for the local bb? Not sure if you need it with a box with 4 polygons or a box with any number of divisions, but you can use one of the corners to construct a matrix and then transform it back using the difference.

This Box SOP stores the localmin/max in local coordinates as a detail attribute:
http://www.orbolt.com/asset/animatrix::box::1.00 [orbolt.com]

I submitted an RFE to have this info available as detail attributes for generator SOPs that take an input, so we wouldn't have to recalculate what was already calculated.
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Hi,
Thats not it, its far more simple inputting animated geometry ie character waving hands around into the box sop will automatically calculated the bound as you scrub the timeline. what I am trying to get is grab the point along the time line where the box acting as the bound will be at its maximum and freeze it in sops. Currently I can use chops to find this out but its so slow even on one point.

Rob
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Right on, I thought you want the maximum point in the box. I am interested in a solution too then (:
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I just wish my brain wasn't like a sieve. its been a few months off Houdini in Maya > it was hell !

Rob
Edited by - 2012年12月19日 21:46:37
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Solved …. saves using chops, this technique is so useful for a whole host of stuff

Rob

Attachments:
rse_bound_trailsop.hip (96.2 KB)

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Thanks for sharing it.
Senior FX TD @ Industrial Light & Magic
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