Yes, you’ll need to rotate the vectors. THe reinterpret node will find the 
correct location on the identical object, but it wont do anything to the actual 
vectors.

If the object is not deforming, you can just multiply them by the rotation part 
of the SRT of the transformed object.. 

If it IS deforming, you’ll have to use the pointreferenceframe (PRF) of the 
original static object, and the moving one. 
Invert the PRF of the static and multiply it by the moving.. then on the 
vectors “multiply vector by matrix” using that resulting matrix. and they 
should work fine. I think. without checking it makes sense anyway


From: Dan Yargici 
Sent: Wednesday, February 03, 2016 4:46 PM
To: [email protected] 
Subject: Re: What's going on here? (Vectors in ICE)

Hey Tim, 

If I'm not mistaken, you should be multiplying the re-interpreted vectors by 
the global transformation matrix of the re-interpret target object.  Or perhaps 
just it's rotation matrix...

DAN



On Wed, Feb 3, 2016 at 4:40 PM, Tim Bolland <[email protected]> wrote:

  Hi Martin, 2015 SP2. The node no longer crashes which is good, but I have 
that behaviour still. I even checked in an older version and it happens there 
too. 

  Cheers,

  Tim

  From: Martin Chatterjee 
  Sent: Wednesday, February 03, 2016 5:32 PM
  To: [email protected] 
  Subject: Re: What's going on here? (Vectors in ICE)

  Hey there Tim, 

  what Softimage version are you using?

  AFAIK the Reinterpret Location node has been broken in 2015, but supposedly 
got fixed in 2015 SP2.  Maybe that's the reason?

  Cheers, Martin

  --
         Martin Chatterjee
   
  [ Freelance Technical Director ]
  [   http://www.chatterjee.de   ]
  [ https://vimeo.com/chatterjee ] 

  On Wed, Feb 3, 2016 at 2:10 PM, Tim Bolland <[email protected]> wrote:

    Hi, I'm little stumped with this behavior in ICE. I'm using a static 
version of a mesh to pick up and store curve tangencies. I then use the 
reinterpret location node to grab the stored vectors on an animated copy of the 
mesh. This works as expected and I see the vectors have translated nicely. 
However If I emit particles from the animated mesh and grab the tangency data 
from the emit location, the vectors don't show up 'correctly'. It's as if it's 
reading the tangency from the initial static mesh, or something like that.  

    Has anyone got any ideas what's going on?

    Dropbox image:
    https://www.dropbox.com/s/nmomf3jkg2r81d8/VectorsAlign.jpg?dl=0

    Regards,

    Tim

    p.s Sent again with dropbox link instead of attachment




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