Search found 134 matches
- Wed May 01, 2024 10:34 am
- Forum: Using MOPs
- Topic: n00b - transform pieces around custom point (rot and translate)
- Replies: 6
- Views: 818
Re: n00b - transform pieces around custom point (rot and translate)
If you know the axes that you want to rotate around but the packed primitives aren't currently aligned to those axes, you can use MOPs Reorient to override the existing local axes of each piece. Just create that `v@rotaxis` attribute and then set that as the N vector for MOPs Reorient and any rotati...
- Tue Apr 30, 2024 10:07 am
- Forum: Using MOPs
- Topic: n00b - transform pieces around custom point (rot and translate)
- Replies: 6
- Views: 818
Re: n00b - transform pieces around custom point (rot and translate)
I'm still not entirely sure this is what you're asking for, but are you trying to align the objects to the deformation as if it were a surface? This would be a lot easier if you actually had a surface to adhere to, but there's a little trick you can use in this case because you have that nice smooth...
- Mon Apr 29, 2024 10:25 pm
- Forum: Using MOPs
- Topic: n00b - transform pieces around custom point (rot and translate)
- Replies: 6
- Views: 818
Re: n00b - transform pieces around custom point (rot and translate)
Hey there, There's two ways you could handle this. For rotating around the bounding box centroid, the easiest way is to just use a Transform SOP with $CEX $CEY and $CEZ as the pivot... it'll transform everything around the centroid, including rotation. The other way to go is to use MOPs Pivot. You c...
- Tue Apr 16, 2024 3:45 pm
- Forum: Bug Reports
- Topic: Cant delete my account
- Replies: 1
- Views: 2544
Re: Cant delete my account
Sorry about the trouble... not sure why you were having trouble contacting me, my email address is posted all over the place including on my account profile here.
I'll handle removing your account ASAP.
I'll handle removing your account ASAP.
- Fri Mar 29, 2024 11:13 am
- Forum: Using MOPs
- Topic: Offset growth animation with falloff and Set Time Sequence
- Replies: 6
- Views: 10337
Re: Offset growth animation with falloff and Set Time Sequence
Based on your scene, what you'd want to do is use the Redshift Proxy Output SOP to write your plant sequences to disk as .rs files, then load them back in using the Redshift Packed Proxy SOP. Copy those to points using the variants workflow you already have in place, then use MOPs Set Sequence Time ...
- Thu Mar 28, 2024 10:12 am
- Forum: Using MOPs
- Topic: Offset growth animation with falloff and Set Time Sequence
- Replies: 6
- Views: 10337
Re: Offset growth animation with falloff and Set Time Sequence
With Alembics you need to enable the sequence length / cycling override and specify the start and end ranges. The included example file "animated_instances.hip" should show you the workflow. If you're able to post your hip file here I can try to debug it for you. Or email it to me at henry@motionope...
- Tue Mar 26, 2024 4:31 pm
- Forum: Using MOPs
- Topic: Offset growth animation with falloff and Set Time Sequence
- Replies: 6
- Views: 10337
Re: Offset growth animation with falloff and Set Time Sequence
I'm not an Octane expert, but according to https://render.otoy.com/forum/viewtopic ... 01&t=76202 it's possible to directly instance bgeo files using the instancefile attribute, which MOPs supports.
- Sun Mar 24, 2024 7:43 pm
- Forum: Using MOPs
- Topic: mops randomize and mops transform modifier doesn't work
- Replies: 4
- Views: 6327
Re: mops randomize and mops transform modifier doesn't work
The reason this isn't working is a little tricky... you're trying to randomize the mops_falloff attribute, but you also have "Enable Falloff" toggled on and there's no incoming falloff attribute to speak of! In this specific case, MOPs Randomize doesn't automatically initialize a falloff attribute f...
- Sun Mar 24, 2024 7:26 pm
- Forum: Using MOPs
- Topic: mops randomize and mops transform modifier doesn't work
- Replies: 4
- Views: 6327
Re: mops randomize and mops transform modifier doesn't work
It looks like you have "Ignore zero falloff prims" enabled. If you don't have a falloff attribute upstream and this toggle is enabled, MOPs nodes will have no effect.
If that doesn't help, could you upload your hip file so I can take a look?
If that doesn't help, could you upload your hip file so I can take a look?
- Tue Jan 30, 2024 7:22 am
- Forum: Using MOPs
- Topic: Combining falloffs
- Replies: 2
- Views: 4331
Re: Combining falloffs
There is a MOPs Combine Falloffs SOP with several included blend modes that should do exactly what you need.
Every Falloff node actually has one of these internally. If you chain two Falloff nodes you can just set the blend mode on the second one to combine them.
Every Falloff node actually has one of these internally. If you chain two Falloff nodes you can just set the blend mode on the second one to combine them.