How are you going to tell which slave to follow which master?
Eric Thivierge
http://www.ethivierge.com
On Mon, Oct 5, 2015 at 4:08 PM, Olivier Jeannel
wrote:
> I don't know how to do that :
>
> Let's say I have a grid of 10
the fltk examples demonstrates creating a thread to pump messages for
FLTK, which I assume is also what you need to do to get messages from
X or to a Qt window
On 4 October 2015 at 21:17, Oleg Bliznuk wrote:
> @Stefan
> Thanks for pointing out, that example with qt brings the
I don't know how to do that :
Let's say I have a grid of 10 particles moving in a simultion (Master).
Let's say I create another grid of 100 particles (slaves).
I want those 100 particles to follow in position, rotation and scale the 10
master particles.
I don't want the slaves to get the
Hi all!
In the doc it is said there should be a "master scene" in which all
materials in the referenced material library should be managed. Is it
possible to escape this requirement, and have any scene being able to
update an external MatLib?
Thanks,
David
@ eric : Slaves are taking the closest master.
@ Simon no, one cluster of slaves is like "parented" to one master.
A sort of multiply by matrix
The closest slaves particles get their SRT multiplied by the matrix of
their respective slave.
On Mon, Oct 5, 2015 at 11:15 PM, Simon Reeves
Or do you want all of the slaves to using the average position of all the
masters?
On Mon, 5 Oct 2015 at 21:20, Eric Thivierge wrote:
> How are you going to tell which slave to follow which master?
>
>
> Eric Thivierge
>
So for each point in cloud A you want the same corresponding(i) in cloud B
to be the scaling and rotation pivot? Do you additionally want it to be
position driver?
I don't know how you're applying the transformations, but basically just
center A ones on B ones: cloudA[i].position *-*
A master scene is kinda vital to a healthy production workflow, but imho
you should avoid referenced material libraries.
They're flaky at best, and when things go wrong they go horribly wrong.
We tried a couple of times to use the feature, but every time ran into
issues across scenes or
you can also use compounds now which can be handy
On Mon, 5 Oct 2015 at 10:58 Rob Wuijster wrote:
> A master scene is kinda vital to a healthy production workflow, but imho
> you should avoid referenced material libraries.
> They're flaky at best, and when things go wrong they
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