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  • Name Unai Martínez Barredo
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On-the-fly popupMenu for shelf button
Thank you so much! With your help, I’ve made a shelf button that almost behaves like the SOuP ones. Since the popupMenu is generated upon calling its script, I still have to click twice the first time to make it pop up, but other than that it works like a charm! :D
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On-the-fly popupMenu for shelf button
Cool, thanks a bunch!

How would you go about actually showing that menu when clicked? Right now I assign the popupMenu to button 1 (left), so the first time I click the button the code runs and creates the menu, and the 2nd time, the menu shows up and the code never gets ran again, so I can’t delete it and recreate it :/

The ideal behaviour on click would be to delete, generate, and show. I can’t do the “show” bit, which breaks it all.
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On-the-fly popupMenu for shelf button
I’m a big fan of how the SOuP shelf buttons work, and I want to do something similar. The catch is, in my example, the popupMenu would need to be generated each time the button is clicked.

Does anyone have an idea on how to achieve this?

Thanks!
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new release 2016-04-09
Nice as always :) , but PyExpression isn’t working here either…

(Win 2015x64 SP6, keep getting the same log as the two posted above.)
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new release 2015-11-01
Yay! Happy to see the inRefPositionPP made it to the build! Also VP2 support sounds amazing!
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Deform Cocoon mesh to another PositionPP
I don't need it fixed at all, but just so you know, there might be a bug on that custom build: when trying to make a bounding object with the attributeTransfer or group's AE buttons, "name 'soup' is not defined" pops up. Just in case you were planning to release that same build :)
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Deform Cocoon mesh to another PositionPP
IT WORKS!!! This is amazing. Again, thanks very much!
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Deform Cocoon mesh to another PositionPP

WOW, you’re the best technical support Maya could have, I would never expect such dedication, thank you so much!

For the project I want it on, I’m on 2015, Windows 7. And there’s a donation coming your way, you absolutely earned it :)

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Deform Cocoon mesh to another PositionPP

Hi Peter, thanks for answering so quickly!

What I had in mind wasn’t such an exhaustive control over exactly which points get connected, but rather making Cocoon believe the points are somewhere else than their real position, so I can effectively rearrange how they get connected, while still using the node’s Min and Max Distance controls, which work great.

The way I see it is, either having the ability to input two position arrays if desired (positions in space and positions used for calculation), or being able to change/deform the point positions of the output mesh.

I’ve never made a custom node, so it may as well be impossible, but it’s worth asking :P

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Deform Cocoon mesh to another PositionPP

Hi! First post here, I've been using SOuP for a little while now and have to say, it's amazing.

So here's the thing: I have a point cloud I want to make Cocoon-nections (sorry) on based on a value other than the point positions. So say I have an array that assigns a float value to each point, much like their ID but customizable. Then Cocoon would connect points 1 and 2, 2 and 3 and so on, or perhaps 1,2 and 3… Independently of where they are, only based on proximity to this custom value.

So far I've converted that custom array to point positions in X and set the Y and Z to 0, so I can control which points get connected in Cocoon based on their distance to each other. I've also passed the original positions into Cocoon as a colour array, hoping that later I would be able to deform the result back to the original positions, but I got stuck there.

Has anyone achieved something like this?

Thanks in advance.

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