Archived post by mestela

ugh, my brain is mush tonight… whats the node to convert groups back to attributes, like a connectivity sop?

i’ve selected polys, given them random colours, partition to make them groups, now i want the groups back to attribs

hmm, or vex this and define my own attribs via hsv…

yeah that worked, woo

well goddamn, someone mentioned this at work today, just tried it

“`setprimintrinsic(0,’pointinstancetransform’,@primnum,1);“`

do that on packed prims, orient will now rotate them automatically, no bollocks of having to manually update intrinsic transforms

Archived post by dchow

“`int pp0[] = primpoints(0, 0);
vector prpos = prim(0, “P”, 0);
vector pos0 = point(0, “P”, pp0[0]); vector pos1 = point(0, “P”, pp0[1]); vector pos2 = point(0, “P”, pp0[-1]);
vector v0 = normalize(pos2-pos0); vector v1 = normalize(pos1-pos0); vector v2 = normalize(cross(v0,v1)); v1 = normalize(cross(v2,v0));
matrix x0 = maketransform(v1, v2, prpos);
pp0 = primpoints(1, 0);
prpos = prim(1, “P”, 0);
pos0 = point(1, “P”, pp0[0]); pos1 = point(1, “P”, pp0[1]); pos2 = point(1, “P”, pp0[-1]);
v0 = normalize(pos2-pos0); v1 = normalize(pos1-pos0); v2 = normalize(cross(v0,v1)); v1 = normalize(cross(v2,v0));
matrix x1 = maketransform(v1, v2, prpos);
matrix output = invert(x0)*x1; @P *= output; “`

i think it’s that

Archived post by jake rice

I’ll make a video about it this weekend but since yall are in the cool kids club, here’s the project file in it’s current form 😮 This project file will build the skeleton of the input geo, the only requirement is that the user selects an edge group with the “surface distance” falloff type is selected on the soft selection, and the soft radius covers the mesh in its entirety.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/JR_SkeletonFinder_Spooky.hip