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closestPointOnSurface node in Maya Python API ??
oh thank you very much pshipkov, you saved my life :).
I'm curious about if I can change this part :
Code:

sl.add("nurbsSphereShape1")

to have acces to that string and have ability to change connection in node editor.  
it is not important right now, becouse I've already have all data for making a working prototype :)


regards,
k.

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closestPointOnSurface node in Maya Python API ??
The biggest issue is that I have no experience in C++, so debugging etc. will be terrible. I have plans to learn that language (and maya api) but right now I need to create working prototype of maya node.
What I need is some example how to load Nurbs into node and apply '.closestPoint' or  '.getClosestPoint' .
for polyMesh I pasted before:
1. I create 'MFnData.kMesh' :
typedAttr.create('inputColliderMesh', 'inputColliderMesh', OpenMaya.MFnData.kMesh ).  And connect my 'meshShape.outMesh' to it.
2. Load input 'asMesh' :
meshColl = inputColliderMesh.asMesh()
mFnMeshColl = OpenMaya.MFnMesh( meshColl )  
3. Now I have all mesh data to get closest Point :
 mFnMeshColl.getClosestPoint(goal, closestPoint, space)


I cannot find method or example in Python how to get the same result on NURBS surface. In standard maya Closest Point on Surface node as input for NURBS I need to plug:
surfaceShape.WorldSpace[0]  ->  node.inputSurface.
How to prepare that data to getClosestPoint() and what is correct format for that procedure.


regards.
k.


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closestPointOnSurface node in Maya Python API ??
Hello,
I need to create custom node that in caclculation use closest point to nurbs surface. So far I found solution for finding closest point to mesh:

Code:

goal = OpenMaya.MPoint(data.inputValue(self.aGoal).asFloatVector())
inputColliderMesh = data.inputValue(self.aInputColliderMesh)             
meshColl = inputColliderMesh.asMesh()
mFnMeshColl = OpenMaya.MFnMesh( meshColl )  
closestPoint = OpenMaya.MPoint()    
#collider mesh as input      
space = OpenMaya.MSpace.kWorld
mFnMeshColl.getClosestPoint(goal, closestPoint, space)



Input Data:
Code:

    typedAttr = OpenMaya.MFnTypedAttribute()
    nAttr = OpenMaya.MFnNumericAttribute()
    ### shape.outMesh to -->>>   nodeName.inputColliderMesh ###
    meshAsInput.aInputColliderMesh = typedAttr.create('inputColliderMesh', 'inputColliderMesh', OpenMaya.MFnData.kMesh )
    typedAttr.setReadable(False)
    meshAsInput.addAttribute( meshAsInput.aInputColliderMesh ) 

    meshAsInput.aGoal = nAttr.createPoint('goal', 'goal')
    meshAsInput.addAttribute(meshAsInput.aGoal)
    meshAsInput.attributeAffects(meshAsInput.aGoal, meshAsInput.aOutput)






I tried to recreate procedures form C++ example but I'm not experienced in that language and I got stuck. 
http://download.autodesk.com/us/maya/2011help/API/closest_point_on_nurbs_surface_cmd_8cpp-example.html



second question is how to get info about normal vector in that point.






any python examples will be helpfull :) regards, k.
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new release 2016-02-05
I know that It wiil not be updated but why latest version for 2014 isn't available to download? I can only chose between old (2011, 2012, 2013) and new (2015, 2016) build?
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new release 2016-02-05
hi,
where i can find link to last relase for maya 2014 ? 
regards,
k.
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Maya hairSystem - how to provide angular bend limits?
thx pshipkov,
I will try that method. Sounds very promising and could improve look of my animation. Will post result after weekend. So far I have rig based on simple curves that is moving inside passive colliders. Sometimes it is not stable with specific type of movement and hairs pass through colliders :(. But in most cases it works by one click :).


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Maya hairSystem - how to provide angular bend limits?
Hi,
maybe somebody here will know a trick.
So I have a model with unique hairstyle and I want to make simulation. Is there is possibility to have simulation that:
- Preserve hair style on some level (curve shape).
- Have some range of freedom in movement (start pose is different than end pose).
I achieved similar effect using 3ds max ragdoll with angular limits. I know that maya has its own engine for joints/bones simulation - Bullet. But Bullet is very underdeveloped maya plugin and have many issues that exclude it from my pipeline.
I tried almost every setting in maya hair System but without satisfying result. I got simulation that looks like rubber or spring (bc of start curve attraction) or I totally change hairstyle through shot/preroll.  

Any advice will be helpful.
regards,
k.
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Short animation made with SOuP
Color transfer with falloff is always available but its accuracy depends on mesh dense (Because it is based on vertex color value). I wish there was some projection method. 
Regards,
K.
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Short animation made with SOuP

Geuse,
Color transfer node connection is the same like in examples with ArrayDataContainer. Falloff is available only with hi res mesh.
Background animation:
http://i.imgur.com/WGdSXzF.jpg
3 deformers:
1. iDisplace (in maya 2016 texture deformer), with animated noise texture.
2. SOuP peak.
3. skin.
regards,
K.

 

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Short animation made with SOuP
Thx pshipkov,
for shatter pass I used material with transparency mask. I had tested method with hiding polys but couldn't find solution for invert effect of delete node. 
Maybe next time with more experience i will find more procedural methods with less baking passes. So far I established my workflow and feel more confident using SOuP nodes.  

regards,
K. 

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Short animation made with SOuP

Good day everyone,
may I present you my last project made with SOuP nodes.

Nodes used:
- Scatter / Shatter
- Transfer Attributes
- Peak
- Group
- ArrayToTexture
- ArrayDataContainer

Link to Video: 


Link to making off: 

If you have any questions feel free to ask.

regards.
K.

[UeVcNCD] 

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vertexColorToTexture output format.

thx pshipkov for answer.
Any suggestion how to do it properly? I dont want to lose my base UV (custom textures etx).

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Procedural Gear ?
yes. 
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Procedural Gear ?
ok. i will explain how to make flat 'swirl' effect. 
1. create polyPlane - w2 h40
2. rotate z30
3. apply bend deformer and rotate it to fit the long side of the polyPlane.  ( rotateX 90 )
4. set bend deformer curvature to 180. Now we have round shape ( a part of the cone ?).  But is is not flat so we can apply twist deformer.
5.  After twisting we need to make it flat. I used 'brute force' way. I crated joint, skined our output mesh and set joint scaleY to 0. The result is flat circle.


regards.
k.  


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Procedural Gear ?
RacoonBear - Yes, but as I said I did't play with group pattern. You can easly make it work without steps when you find a pattern for extruded faces in relation to polyPlane1.subdivisionsWidth / polyPlane1.subdivisionsHeight.


[qVPxHJZ] 
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