Search found 4 matches

by g.bailey
Wed Feb 10, 2021 1:10 pm
Forum: Using MOPs
Topic: MOPs explode with point deform
Replies: 2
Views: 75

Re: MOPs explode with point deform

Thanks. That helps a lot. Gets it as close as I was hoping.
by g.bailey
Wed Feb 10, 2021 12:49 pm
Forum: Using MOPs
Topic: Orient instances properly around Normals
Replies: 2
Views: 65

Re: Orient instances properly around Normals

Ah! Thank you. That helps a lot to solve it. It doesn't matter exactly how each instance is oriented, only that they are oriented consistently, meaning that the points are aligned. So I just made an up vector pointing from the center to an arbitrary point and now they all line up. Also, I had tried ...
by g.bailey
Wed Feb 10, 2021 10:46 am
Forum: Using MOPs
Topic: Orient instances properly around Normals
Replies: 2
Views: 65

Orient instances properly around Normals

I was trying to build a setup where I instance an animation onto a soccer ball-type shape. When I did, the instances were all oriented properly along the Normals, but they weren't properly oriented around the Normals. If you image the hexes being mapped, they were facing the right way, but rotated w...
by g.bailey
Wed Feb 10, 2021 10:41 am
Forum: Using MOPs
Topic: MOPs explode with point deform
Replies: 2
Views: 75

MOPs explode with point deform

I was working last week to create an exploding effect on a fairly dense animated mesh. Since MOPs explode recalculates each frame and is pretty expensive, I ended up point deforming a static version of the exploded mesh. It worked pretty well for what I needed, but there were small gaps as the mesh ...