• fxwriter
  • messy kitchen
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ikSpline handle advanced Twist controls issue
so trhe crucnh for that issue passed and I was so consumed by it that I did not even come back here to give you a scene.

I did test this on my maya at home, another at school where I teach and another here at work and its a prevailing issue, one that I solved by adding a keyframe value 0 at frame 0 and another keyframe value .1 at frame 10000 to the node on a muted attribute which forced it to evaluate every step.

kinda wonky workaround but worked
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ikSpline handle advanced Twist controls issue
first thing I did Peter.... at this point I wrote a python script that refreshes the iKspline on scene open, which sucks cause its going all the way down the line into animation scenes.....

But I have not been able to get rid of it, not even in a clean scene with just joints, spline and ramp... 

frustration is not even the word :(

thanks though
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ikSpline handle advanced Twist controls issue
hey guys, I know this aint a soup question so thats why the free for all forum....


I am doing a rig in Maya 2016 that requieres a splineIK with a ramp hooked up to advanced twist controls and for some reason everytime I open the scene or reference it the ramp is not beng evaluated... any input on this??? has anyone seen this happen? I basicaly have to navigate to the splineIK and double click it, disable and reanable the advance twist controls for them to work...
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morph weight keeps current position
this is exactly it!!! amazing and thanks!!!

if you dont mind just giving me 2 or 3 sentences as to the logic here... 

Im seeing you use the ID for the position, this I would have never thought of, I was trying to use the actual point position when I tried using the point node. 

I cant begin to relate (Again) my appreciation for this site and community!

Thanks Peter
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morph weight keeps current position
Thanks Peter!

here is a rough example, the idea is that the hero plane would keep the deformation. As if the connect function in the morph tool where a per point array. Sadly i could not find how to connect that

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morph weight keeps current position
thank you Peter for the response, but I probably didnt explain myself correct.

The target Im pointing at in the morph is added with the connect function, meaning its live because its a deforming surface and I am trying to use the morph to "freeze" it in place, but if I use the weights what happens is as the value sets to 0 it goes back to origin and if its anything else its still deforming.

Hope that was clear  :)
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morph weight keeps current position
I want to use the morph node for a freezing surface effect.

What I have is a plane thats being deformed and my hero plane is morphed to it with a live connection

If I create a weight texture or bounding Object when it gets to 0 it jumps back to the default position of my hero object (as it should) but what I want to know if there is a way to keep that last position and hold it.... I was thinking about the array data container or maybe the point node and setting a condition for position to keep last position....

just thought id throw this question out here in case someone has better starting point
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SOuP 2017-05-14
since it looks like this is now the thread to ask about licenses....

Is there an educational license? I teach and half of my term I show procedural Soup set ups....

thanks
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Maya's future additions
well I sure hope they get there!
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Maya's future additions
Hi peter, I got intrigued by your cold on ICE, hot on SOP....

is it to mean that Maya is doing stuff to semeble more the SOPs in Houdini?

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goalPP with attrTransfer
sorry Im late here, but glad my post went beyond just me on the issue

as a piece of advice, when I encountered this issue, I noticed that using the weightPP0 (the one created after goaling in the goal tab) will make things unstable or not work.
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texture reference object changing point count
thanks peter,


a friend pointed me to pluging in the outMesh from my object into the inMesh of the texture reference one fixed part of the issue.


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texture reference object changing point count
Since this isnt a Soup node specific question I went into the free for all....


I have a dynamic fracture object thats being done in Thinking Particles. I need to project a texture onto it, and maya normaly uses the texture reference object so that the texture sticks, but, on the new created faces the texture swims since they arent in the texture reference object. This faces also die, I must say....

Does anyone know of a way to have the texture stick to those faces?



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scatter to particle preserving particleID
as it turns out all I need to do is post the question here and the answer just falls out of the sky :)

all I need to do is from my rayProject go to the particle... no need for the scatter!


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scatter to particle preserving particleID
hopefully the title was self explanatory,

I am projecting a particle sim into a plane with rayProject and getting a scatter point cloud that pipes into a new particle. I wanna preseve the particle id

what I think happens is the data array for the iD shuffles since every step a new scatter

any suggestions?
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