Anyone think a Object VEX/VOP Context would be useful?
Your input and output would just be a 4x4 Matrix.
It would be useful when rigging characters because you could roll your own Blend Objects or transformers. In some of the larger characters I've seen there have been yucky chains of Blend and Fetch Objects which are used with Object CHOPs to do some complex transform blending which could be done quite easily with a few of the standard matrix vex functions. (And probably a lot faster too.)
yes? no? beer?
Object VEX Context
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- wolfwood
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- Simon
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- old_school
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In a way, if we enhance the vex context in CHOPs, you will get the same thing.
The major limitation in the VEX context for CHOPs is that you can only have a single output channel. I would rather have this enhanced and hit two birds with one stone: fix vex for CHOPS, muck around with object transforms.
The major limitation in the VEX context for CHOPs is that you can only have a single output channel. I would rather have this enhanced and hit two birds with one stone: fix vex for CHOPS, muck around with object transforms.
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- wolfwood
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That's true….but half the point of having a OBJ VEX context is to avoid having to go to CHOPs…..
Even if CHOPs had some additions to make handling multiple related channels easier you still have to plop down and Object CHOP to fetch the OBJ's xform, then do your VEX stuff then either Export the CHOP or use the chop() expression on the OBJ's parameters.
Doing the above works…but in a large production where you have really large rigs being able to cut back on the nodes that simple pass data from one context to the next will help keep things a little cleaner.
Even if CHOPs had some additions to make handling multiple related channels easier you still have to plop down and Object CHOP to fetch the OBJ's xform, then do your VEX stuff then either Export the CHOP or use the chop() expression on the OBJ's parameters.
Doing the above works…but in a large production where you have really large rigs being able to cut back on the nodes that simple pass data from one context to the next will help keep things a little cleaner.
if(coffees<2,round(float),float)
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- old_school
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Yes, that would be handy. I understand the need to lighten anything when it comes to a character rig. As an example, we implemented a special Bone SOP in H8 that replaces the 12+ SOPs that used to build the bone geometry and the lightness is immediately noticeable in any character rig of moderate complexity. I am sure you are well aware of that.
Sometimes you want to create a funky transform in your object heirarchy that just always evaluates quickly without involving CHOPs. Perhaps a special object that is a wrapper for VEX that works on transforms only that you parent in your chain?
Sometimes you want to create a funky transform in your object heirarchy that just always evaluates quickly without involving CHOPs. Perhaps a special object that is a wrapper for VEX that works on transforms only that you parent in your chain?
There's at least one school like the old school!
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