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Jaivw

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  • First Name
    Jai
  • Last Name
    Vellala Wilson
  • Location
    London
  • Expertise
    All Rounder
  • Website

HW | SW Information

  • Renderer
    Octane
  • OS
    MacOS
  • CPU
    Intel
  • GPU
    GTX 1080ti Xtreme

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  1. Ah so using this spline and co-ordinate adjustment as a hem for clothing wouldn't work as when the character turns to the side the spline would follow global co-ordinates and fall into the clothing. It's exciting, any advice for good tutorials to start from?
  2. Damn son, thats some crazy sh** you got there but I think it would work just how I'd like it to. Is the addition Global XYZ or local? Out of curiosity, how long have you been messing with Xpresso, it sure opens a lot of doors that I previously thought impossible with standard tools
  3. Sorry Jed, if you don't answer this I completely understand. But if you do how would one go about offsetting the spline points from the mesh, ie the first question you answered but each spline point offset by 1cm on x-axis. Any thoughts? Thank you again for all your time
  4. Hey Jed, one last question, how would I go about the opposite function, attaching the mesh to a spline? Cheers
  5. Smashed it mate. All I had to add was "use deformed points" in the point node and it worked perfectly. C Cheers Jed
  6. Yep, thats what I've done however still no joy. Exactly what I mean tho, Spline-0 point index = xyz co-ordinates of Mesh-749 point index. I'm assuming it shouldn't have anything to do with rigging because the xyz of the point of mesh are still changing. Thanks for for having a look Jed, any ideas? Cheers
  7. Hey Gang, Simple bit of Xpresso I'm sure, hopefully the push I need to start learning Xpresso. I've created some splines that I need to attach to a rigged mesh, the splines were created using edge to spline so points match perfectly. I've been trying to connect them using a Point Node, even two point nodes but I'm clearly missing something, see attached. Cheers, Jai
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