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[VEX] How to bind export matrix or matrix3 in VEX as like VOP? June 4, 2018, 11:11 a.m.

Rigging - constraint compensation April 7, 2018, 4:41 p.m.

You can also simply set a transform hierarchy above your object , like that for example :

obj_grp –> obj_offset –> obj

The first is constrained with a simple blend CHOP node
The second act like your transform chop node
and the last … well

Blending between 3 (or more sources) April 1, 2018, 8:54 p.m.

Blending 2 values is relatively simple a+b=1 so b=1-a ( 1 solution possible)
With 3 values , ok at a=1 you want b and c values equals 0 , but what about a =0.5
You have multiples solutions b=0.25 and c=0.25 or b=0.35 and c=0.15 and so on..
You have the same issue in the skinning process with normalized weight (sum to 1), when you smooth or substract values from a bone ,where the remaining weight go ???