i@get = vertexprimindex(0, @vtxnum);
if any of the points is shared among multiple primitives it will get the vertex index value from first connected primitive
i@get = vertexprimindex(0, @vtxnum);
gordigit will process all samples of the input channels, that's how chops work
This is only when the Wrangle is set to Channels and Samples, or Samples and Channels. If I set it to Channels, it outputs a single 0, and if Samples, a 0 for every frame. Is the current output of the value at every frame workable, or is there a way to output only the value at the current frame?
float phoneme_value = chinput(1, "phoneme", I); // process phoneme value V = phoneme_value;
gordig
... I'm feeding a Phoneme CHOP , outputting the channel Phoneme, into a Channel Wrangle with the following code:
float ph = ch("Phoneme");
printf("%g", ph);
No matter what the value of Phoneme is at the time, the printf always outputs 0. I've tried changing multiple parameters on both CHOPs involved, tried changing the iteration on the Wrangle, even tried things like chattr, chop and chp, but nothing is doing the trick. What am I missing?
float phoneme_value = chinput(0, "phoneme", I); // to read at the current sample or use custom sample number instead of I
float current_channel_value = V; // read current channel's value at current sample V = 5; //set current channel's value at current sample to 5
gordig
I found some time to try out Vellum Tet sims, and I'm having three problems with it:
- I can't figure out how to set the strength high enough that the figure holds its shape well enough for my liking
- Because of #1, I also can't scale the stiffness with attributes such that the only parts that deform are the ones I want to deform.
- Regardless of #1 and #2, I can't figure out how to run the animated figure through the simulation. I'm guessing I'll have to simulate the figure in base pose, then drive the simulated figure through a point deform, much like with a FEM sim.
erikmlvyou can still use Capture Correct SOP should work fine on capture attribute from Joint Capture Biharmonic
I found what it seems an old SOP called "CaptureCorrect" but that seems to be tailored to OBJ level bones.
Is there a "contemporary" way of setting max number of influences?
raincoletry higher values maybe? It defilinely should apply drag to Vellum Fluid particles
Set POP Drag's air resistance without wind seems to do nothing
raincoleCorrect, the value you see is the 3rd argument of stamp*() function, which defines a default value shown when evaluated out of context
What confuses me is that I can middle click the parameter to show its value even it uses stamps(), just like other expressions. But if stamps() is evaluated during cook, does it mean the value we see by middle clicking it is not necessarily meaningful?