Thank you! I don't have time to take a look at the moment as I'm knee deep into
a Houdini job involving loads of strands, but I'll be sure to check this out.
My approach has been to scatter two sets of points within a volume with the
count and applying an @id attribute to each branch. Then
In scripting, accessing points on a lattice is no different than accessing
points on any other scene object, but you'll need to read the lattice
operator's parameters to know the dimensions, point distribution, and
deformer profile (curved vs. linear) - which may be important as cage
deformers
I did wonder whether you could access that point order to build a standin
mesh, before finding out the cage deformer was a much simpler way to go.
Its an old rig built by someone else which uses a lattice enveloped to
nulls to deform a pack, and I've been trying to find a way to paint the
weights
Hi,
I doodled around the idea of strands and came with a setup that is similar
enough (I believe) to what we have in Ice Strands.
25min long though :/
Average English :/
https://vimeo.com/214095798
2017-03-04 14:26 GMT+01:00 Anto Matkovic :
> Hello,
>
> Thanks for linking.
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