How to get some points with surface oreintations?

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Hi, I've been trying to do a project where I get some geometry to essentially stick to another mesh that is deforming. It's based on this quick tip vid [www.youtube.com]. The part before the vid starts is what I'm having trouble with. I was advised to look into the point deform and attribute interpolate nodes to get the Normal and up attributes of the main mesh. From what I've managed to look up so far I have the second geo now moving along the normal of two points, from the main mesh, I need but I can't seem to figure out anything about the up attribute. If anyone can help that would be great, but if it's only a point in the right direction of what to search out next that is also appreciated. I've attached some pics below to show what I have so far. Thanks in advance!




Edited by animatorbob - 2022年2月8日 13:36:33

Attachments:
geos.jpg (9.1 KB)
allPoints.jpg (577.2 KB)
mainPoints.jpg (311.2 KB)
circles.jpg (232.6 KB)

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I'm not familiar with that setup, but try out the Orientation Along Curve node on the deforming geometry. It can calculate the up vector, and the Copy to Points node uses it for orientation. With Target Up Vector set to Curve Normal on the Orientation Along Curve node, the up vector will point straight out like a normal would on a sphere.
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Depends on exactly what you are after (having that second @up vector helps stop the orientation of pieces going crazy in animation, becuase it doesnt know which way is up) You can use Polyframe to calc the tangent and change it's name to up so you have an @up attribute.Can also work out the cross product between the normal and an second vector to get an @up
The only real difference will be how the pieces then orient on the copy. See attached file.
Image Not Found
Edited by Hatchery - 2022年2月9日 03:44:50

Attachments:
up.hiplc (213.9 KB)

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