Rok Andic

rokandic

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My Tutorials

obj-image Intermediate
Space switching
obj-image Intermediate
Using VEX for Character rigging
obj-image Intermediate
Twist Rotations
obj-image Intermediate
Rigging cartoony eyes

Recent Forum Posts

Bones Capture Positions Oct. 5, 2019, 10:52 a.m.

Hi all,

is there a way to get bone positions in capture pose in vex or python sop?

I've tried with “capture attribute unpack” but it seems the data stored in boneCapture_pCaptData is for capture regions not actual bones.

Thanks,
Rok

Implementing Texturing Bombing Sept. 3, 2019, 2:50 a.m.

From my notes these is the code from line 125 to 150. Hope this helps.

            if ( (bomb_uv.x < 1.0 && bomb_uv.x > 0.0 && bomb_uv.y < 1.0 && bomb_uv.y > 0.0) ||
                 (bomb_uv_XZ.x < 1.0 && bomb_uv_XZ.x > 0.0 && bomb_uv_XZ.y < 1.0 && bomb_uv_XZ.y > 0.0 ) ||
                 (bomb_uv_ZY.x < 1.0 && bomb_uv_ZY.x > 0.0 && bomb_uv_ZY.y < 1.0 && bomb_uv_ZY.y > 0.0 ) 
            )
            {
                //error visualization
                if(errorCode)
                    temp_color=set( errorCode==1, errorCode==2, errorCode==3,1.0);
                else {
                    if (bomb_uv_XZ.x < 1.0 && bomb_uv_XZ.x > 0.0 && bomb_uv_XZ.y < 1.0 && bomb_uv_XZ.y > 0.0 ) {
                        temp_color_XZ += (texture(bomb_map, bomb_uv_XZ.x, bomb_uv_XZ.y) * set(1,1,1,weightXZ));
                        //temp_color *= set(1,0,0,1);
                    }
                    if (bomb_uv.x < 1.0 && bomb_uv.x > 0.0 && bomb_uv.y < 1.0 && bomb_uv.y > 0.0 ) {
                        temp_color_XY += (texture(bomb_map, bomb_uv.x, bomb_uv.y) * set(1,1,1,weightXY));
                        //temp_color *= set(1,0,0,1);
                    }
                    if (bomb_uv_ZY.x < 1.0 && bomb_uv_ZY.x > 0.0 && bomb_uv_ZY.y < 1.0 && bomb_uv_ZY.y > 0.0 ) {
                        temp_color_ZY += (texture(bomb_map, bomb_uv_ZY.x, bomb_uv_ZY.y) * set(1,1,1,weightZY));
                        //temp_color *= set(1,0,0,1);
                    }
                    //we need to premult all tempcolors otherwise we get overlaps
                    temp_color = temp_color_XY*set(temp_color_XY.w,temp_color_XY.w,temp_color_XY.w,1)
                                +temp_color_XZ*set(temp_color_XZ.w,temp_color_XZ.w,temp_color_XZ.w,1)
                                +temp_color_ZY*set(temp_color_ZY.w,temp_color_ZY.w,temp_color_ZY.w,1);
                }

Cheers,
Rok

Posescope - pickscript June 17, 2019, 10:34 a.m.

Oh, that's awesome, thanks Michael!