connect component world to locator world

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kevco...@gmail.com

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Feb 18, 2015, 4:43:48 PM2/18/15
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Hey Guys,

Still working on these rigging tools over here. I'm wondering what the best way is to connect a poly component (just verts for now) to a locators world pos. Without using a cluster. I've tried a few things, making connections and what not, and while I can get something that kinda works. It's certainly not very stable. As in the vert goes back to it's original position while translating the locator, but then snaps back to the locator when you release the mouse. Different results if I connect the output of a specific vert index of 'Pnts' x, y & z to a plus minus node. overall, very strange behavior. any ideas?

Thanks
Kev

Marcus Ottosson

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Feb 19, 2015, 6:23:55 AM2/19/15
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You can use the "Emit from object" and discard the associated particles node.

It'll produce a geoConnect node that does what you want; but you'll have to look the other way regarding the particular icon in the Outliner which looks as though it's related to particles. I've used it successfully for years​; it's fast, reliable and provides visual feedback in the viewport. There are newer alternatives but most rely on UVs (which is useful in its own right, of course).

kevco...@gmail.com

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Feb 19, 2015, 10:43:29 AM2/19/15
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Hey thanks, but I'm going for the other way around. So the vertex follows the locator. Any ideas for that? That don't include a deformer. I just want to be able to set a verts world pos via a locator.

Thanks!
Kev

Marcus Ottosson

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Feb 19, 2015, 11:13:56 AM2/19/15
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Ah, sorry about that, I misread your question.

I can't think of any way to do that in any predictable fashion without using deformers; it's what they're for. Maybe we could figure out the issues with using deformers instead? If your problem is with the *amount* of deformers, then we could have a look at using a single cluster/skinCluster with any amount of locators, for example.
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