Hi, after so long, I resume this discussion. I wanted ask you. Do you know if there is a way to update the function populategeometry in the method geometryOverride when I am scaling the transforme node.
I would like to have the shape with same size multiplying it with inverse matrix I mean I did that, but it update when I deselect and select the transform node after the scaling do you know how can I update it directly with scaling? thanks in advance Andrea On Wednesday, February 8, 2017 at 5:42:09 PM UTC+1, Andrea Pinto wrote: > > Hello! Yesterday I saw the example of apiMeshShape. > More or less I understand how to create the shape. > I'll try to follow that example. > > On Friday, February 3, 2017 at 2:47:40 PM UTC+1, Andrea Pinto wrote: >> >> >> <https://lh3.googleusercontent.com/-72oOsjB4-8A/WFkcftvxmJI/AAAAAAAAc4M/s5gJgljP2Zc9r8TQ9s-2X_nXiezNGgu4ACLcB/s1600/sphere_geoOverride.jpg> >> >> Hi! I was working about it again in these Days. >> In the geometryOverride I tried to print out the semanticName of the >> vertexBufferDescriptor >> The result is only "POSITION", it hasn't a semantic "Normals" >> >> How I can create the Normals? or Do you have some solution for this >> problem? >> >> Is it possible to use a geometryOverride and drawOverride togheter? >> >> thanks in advance >> >> >> On Tuesday, December 20, 2016 at 12:57:33 PM UTC+1, Andrea Pinto wrote: >>> >>> Hi, sorry if I continue to ask some question here, I was trying to >>> create a sphere with MPxGeometryOverride. >>> This is the result. >>> Wireframe is ok, but the shaded it is strange. >>> Is it a problem with the normals? >>> >>> >>> <https://lh3.googleusercontent.com/-72oOsjB4-8A/WFkcftvxmJI/AAAAAAAAc4M/s5gJgljP2Zc9r8TQ9s-2X_nXiezNGgu4ACLcB/s1600/sphere_geoOverride.jpg> >>> >>> >>> On Saturday, December 10, 2016 at 2:03:24 PM UTC+1, Andrea Pinto wrote: >>>> >>>> thanks again for your advice, you are right, the sphere was my first >>>> idea. >>>> My fault I would like to do something more 2D hehe. >>>> Create different shapes when changing the segments. >>>> Surely in c++ would be better. >>> >>> -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/a4420d13-f959-460e-afc2-913d645f3459%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
