rotating a shape by normal vector

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mattmos
Posts: 445
Joined: 02 Dec 2009, 16:59

rotating a shape by normal vector

Post by mattmos » 01 Apr 2014, 18:11

I have a mesh which has a vector offset calculated by subtracting one mesh from another, and want to re-apply that offset post sim as a shape.

However, the shape is not following the normals of the mesh. Having fried my brain trying to figure out how to to get the shape vector to rotate with the pointnormals of the base mesh, I'm hitting a bit of a wall. Any advice appreciated!

(trying to reapply a hairstyle post syflex sim)

Pancho
Posts: 659
Joined: 19 Sep 2010, 11:28

Re: rotating a shape by normal vector

Post by Pancho » 01 Apr 2014, 18:17

Hi Matt,

try one of these. I use them as a hull deformer either for my hair mesh or for the strands themselves. I guess if you reapply the normal offset on top of it it should work. I'd save the offset in a weight map.

P.S.: It reqúires a static and dynamic mesh in order to work.
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frry Bind Strands To Closest Location.xsicompound
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frry Bind To Closest Location.xsicompound
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User avatar
mattmos
Posts: 445
Joined: 02 Dec 2009, 16:59

Re: rotating a shape by normal vector

Post by mattmos » 01 Apr 2014, 18:58

Thanks dude, put me on the right path --> pointreferenceframe

Also watched paul's vid: https://vimeo.com/66054707 which helped a lot.

Nice to have a breakthrough just before I have to go home :)

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