Forum Replies Created

  • Wow! You clearly have no idea what you’re talking about. Ok, I’m wasting my time here. Let me know when you learn MATH. :-/

  • I’m trying to make a corrective morph for my character’s shoulder that’s driven by distance instead of rotation. Since a shoulder joint rotates around all 3 axes it seems to be almost impossible to drive a morph by the shoulder joint’s rotation.

    It may not be a perfect solution but I think it may work. I need to test it out and see the results. Of course I could be completely wrong but I can think of a lot reasons why I’d like to know how to do this that has nothing to do with joints or corrective morphs at all.

    Anyway, I think I maybe close to figuring this out. (hopefully…sort of.)

    I’m trying to put the equation from this site

    https://mathinsight.org/distance_point_plane

    into XPresso nodes and I think I’m pretty close.

  • Ok let’s see if these images better illustrate what I need help with:

    Also in the example above where I show the distance going from 0 to 50.628 is only working because I’m calculating the distance between the neck and elbow joint along the global y position. The second I start rotating any of the spine joints below the neck the distance will obviously change which isn’t what I’m looking for.

    Anyway, I hope this explains things better and thanks again for trying to help. 🙂

  • Thanks for the response but this was what I was afraid that I wasn’t being clear about.

    I’m trying to determine the distance between 2 joints on the first joint’s positive z axis only.

    If you move the Joint.1.Goal along its x or y axis in the example you provided you will see the result continue to change.

    Hmmm. I think I may need a pict to illustrate the problem. I’ll post an image as soon as I can because I really need help on this.

    I do appreciate your effort to help me though. 🙂

  • Benedict A. varga

    May 7, 2009 at 4:31 pm in reply to: Looping Cloth?

    You are AWESOME!!!

    😀

    EXACTLY what I needed!

    Thanx!

    My boss thanx u too…

    He just doesn’t know it yet…

    😉

  • Benedict A. varga

    February 18, 2008 at 4:35 pm in reply to: Spline dynamics hair tag question.

    Hey Brian,

    Thanks for responding. Yes, that example is sorta what I’m going for but the difference in the pictures I posted is that I have a bunch of joints attached to the spline with an IK Spline Tag.

    Here’s a link of the scene in the pictures and how I have it set up. (Let it play a couple of times and you’ll see the joints in the middle of the chain start twisting. Note that you need Mocca for this to work.)

    https://download.xdrive.com/s/351508300Es34zcStVQ6IRBYhLGc&partner=plus

    The geometry is weighted and being deformed by the bones.

    It’s not important really, I just kinda see a benefit of being able to deform models with joints attached to a hair spline. (i.e. – chains, coat tails, hair that’s modelled to look like clay, etc. – basically objects that aren’t perfectly cylindrical in shape.)

    I’m guessing the problem is that points on a spline don’t actually have a coordinate system and that’s why I can’t make the joints attached to them maintain their orientation…but that’s just a guess.

    Anyway thanks for trying to help! 🙂

  • Benedict A. varga

    February 7, 2008 at 4:31 pm in reply to: Tension Maps

    Sorry it took so long to respond…

    Your instructions worked like a charm!

    Thanks a bunch! 🙂

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy