I have an asset I'm trying to create. In an attribute wrangle I accept three inputs, a resp pose, a potenially animated figure, and a part of the same figure that is animated but basically at the rest pose. I want to get the animated part onto the full figure at the full figures position. It'd be similar to stacking blendshapes on top joint deformation in another package.
I came up with the this code
//input 1 is animated part
//input 2 is rest pose
int pt = findattribval(1, “point”, “pindex”, @ptnum);
if (pt!=-1) {
vector deltaP = point(1, “P”, pt) - point(0, “P”, pt);
@P = deltaP + point(2, “P”, pt);
}
So basically I subtract the animated part of the character from the full figure to get a delta. then I add that to the rest pose for the final position. Vector math always get jumbled in my head, and obviously this current code doesn't work. The findattribval use a previously created pindex attribute to transfer position from a prior deleted part that I rig and dynamic in another package.
Point deltas
1689 2 1- eldiren
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- sidenimjay
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- eldiren
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Yeah with a few tweak I got it. My topology is different for the input one, hence the pindex lookup. Where I was messed up was the pt in the point expression. For the topologies that matched I needed to be using @ptnum instead. Thanks for your assistance, your code helped me have that final ah ha moment.
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