@Dr-Sassi Thanks again. Upon further testing, it seems that directly referencing the deformed spline from the tracer works on frame 0, but then animation changes do not get reflected. See the attached test file where I hid the deformed mesh so the trajectories are visible. But your MoSpline suggestion works (this is the one that is animated, so I do have a way forward! I am sharing this in case it is helpful for the report.
deformed_path_align_question-v2.c4d
Latest posts made by vincent.hardy
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RE: Align to spline and deformers: is there a better method than using a tracer object?
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RE: Align to spline and deformers: is there a better method than using a tracer object?
@Dr-Sassi Thanks, the simplification is very useful (only using a Tracer without cloning first) and I appreciate you figuring out if this is a bug or not. Best!
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RE: Align to spline and deformers: is there a better method than using a tracer object?
@Dr-Sassi
Noted for the URLs, will make sure to show the full URLs.
Thanks for the quick answer. Yes, the MoSpline in Spline mode works perfectly for my use case! For my education: is that a bug with the spline align tag or is there a conceptual reason we need to go through a MoSpline or a Tracer object for the deformed spline geometry to be accounted for?
Enjoy your week-end too!
Cheers,
-v -
Align to spline and deformers: is there a better method than using a tracer object?
Hello,
I have been trying to align an object to a deformed spline and my question is about the right method to do that.The issue I am facing is that the alignment is done on the non deformed spline and not on the deformed spline as I thought it would.
I found a workaround in this 2010 post https://creativecow.net/forums/thread/align-to-spline-not-reacting-to-deformer/ which works. This is illustrated in the attached file (in green is the element that properly aligns to the tracer derived from the deformed spline, in red the one that simply aligns (incorrectly) to the deformed spline.
My question is whether or not this is the right solution or if I am missing something? The solution seems convoluted, so I am wondering if there is a better way.
I am still new to this forum and I hope I am following protocol. If not, please just tell me and I will correct my question or you can delete it.
Thanks in advance.
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RE: Equivalent of Vertex Attribute for MoGraph clones?
@Dr-Sassi Nice, grateful for the MoGraph weights, they are such a useful too!
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RE: Equivalent of Vertex Attribute for MoGraph clones?
@vincent-hardy Thanks Dr Sassi. I'll share my idea at the support center for a MoGraphWeight node for RedShift materials, it seems it would be handy.
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RE: Equivalent of Vertex Attribute for MoGraph clones?
Hi Dr. Sassi,
Thanks for the feedback. Sorry for attaching the wrong file. Here is the right one:
Cheers,
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RE: Equivalent of Vertex Attribute for MoGraph clones?
Hi Dr Sassi,
Thanks for the fast response again :-).
Hi contribution-stage,
I updated my profile so that my name is no longer contribution-stage, good you pointed it out!
However, here is an alternative:
Thanks for the alternative, using a variable tag to define a vertex map on the cloner. I tested it in my set up (simplified, below), and it holds up on my system, even though I see the Memory usage go up in Activity Monitor.
With Python, you are between chairs here, as this forum is strictly code-free for security reasons. The forum for Python is here:
https://developers.maxon.net/forum/I understand the word of caution about Python. I hope I had no code left in the file I sent but if I do have questions about Python, I will go to the developer forum you pointed me to.
When I get your full setup (not part of the file above, and thanks for leaving the code out!), then my suggestion would be to use the Python Effector to set the RGB and Weight (Alpha in your case) and use the data you have to influence the value that you need.
Less elements, but if that is less work - you pick.Here is my full set-up (actually, still simplified a bit, but it has the approximate scale (in number of clones ) that I am using. This test file has both my original approach and also your solution with Vertex Maps. I am interested in understanding how to you a PythonEffector to modify a clone's color and alpha to use in the RedShift shader but I have not researched that yet.
Thanks again,
-v -
Equivalent of Vertex Attribute for MoGraph clones?
Hello,
I am working on a project where I need to drive both the brightness and opacity of clones. I have a Python script which computes a point cloud for where the clone should be placed, as well as two weight maps, one for the brightness and one for the alpha. I am looking for solutions to use these weight maps in the RedShift material applied to the cloner. I have a solution which works, but I am not sure it is the most adequate.
I came up with the attached file as a solution, and I did my best to use fields wherever I found possible. I am attaching the test file that illustrates my current working solution.
Essentially, it uses two Effectors, one to drive the RSMGColor attribute value, and another to drive the RSMGWeight. One of the Effectors affects the Weight, and the other the Color. I can then use these two attributes through a Scalar User Data node in my RedShift material.
My question is: is there a better solution? In particular, is there a method equivalent to using a Vertex Attribute node which points to a Vertex map, but for MoGraph weights? I was looking for something like a Weight Attribute node where I could set the Attribute Name to my weight map's name, or something like it, but I could not find anything like this. I love that the Vertex Attribute is very versatile and simple for geometry shading, and am looking for something similar.
Thanks in advance for your help. I hope I am not missing the obvious!
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RE: Fracture object and time offset in Effector not working
Hi Dr Sassi,
Thanks a lot for the prompt answer, and yes, this works perfectly for me.
Much appreciated!
Have a great week-end,
Cheers,
-v