Question for Ian if he's looking...
I'm hoping to use the MASH curve node to place stitching on a shoe, pretty much exactly in the way that's demoed in the rivets tutorial, i.e. convert poly edges to curves and send instances down them.
The problem I am having is that my stitching is not perfectly following the surface normals all the way along the curve, rotating incrementally from the curve start where it's very slightly off, to the end where it's oriented correctly.
The tutorial doesn't mention normals and the rivets all appear oriented correctly, so I'm assuming this is what should happen.
I've looked at the surface normals to see if they are off but everything appears to be OK. Also tried using an aim curve but this doesn't seem to have any effect at all no matter where I place it or how I scale it.
Any suggestions? I'm in Maya 2018.
_ Ian Waters Lead Developer Mainframe 82 Silk StreetManchester M4 6BJ |
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Aha. Setting the roll to 10 worked perfectly. Thanks Ian!
OK, so having solved that problem (awesome), one of the things we are maybe hoping to do is animate the stitches appearing along these curves.
This kinda works using the step strength on the curve node, but I'm noticing that every few frames one of the stitches pops out of alignment on the curve.
I'll try attaching an image but this list seems to strip attachments (if any of the admins are watching and know how to fix this please do -- I'm an admin but keep forgetting to look and can't right now).
Is there anything I can do to fix this?
Thanks again.
<MASH_Step_Strength_Issue.jpg>
On 4 Apr 2018, at 19:10, Steve Davy <stevi...@hotmail.com> wrote:
<MASH_Step_Strength_Issue.jpg>
OK I'll give that a shot. Thanks again.
Hi Ian,
Of course that makes sense about the rotation now...
Tried your suggestions with both visibility and offset, but a falloff object on either node doesn't seem to respect the Add mode as I run it along the curve. Should this work?
Ah, never mind -- just watched your old tutorial and learned I have to cache it.
Never realized that and explains why I've always found the falloffs to be so unpredictable in Add or Remove mode!