[Sidefx-houdini-list] computing world space velocity

Antoine Durr antoine at floqfx.com
Tue Jul 8 13:24:41 EDT 2008


If you do an object_merge, and set the 'transform space' to '.', the  
geometry will now be in worldspace.  The trail SOP will work as  
expected, now.

-- Antoine


On Jul 8, 2008, at 10:06 AM, Michael K O'Brien wrote:

> Hola~
>
> I'm sure I'm missing something fairly easy here.
>
> We have geometry that is imported by nodes that animate at the OBJ  
> level. I
> need to compute the velocity for use in a DOP. The trail SOP computes
> velocity based on the object space positions. How does one compute the
> world-space velocity?
>
> Right now, I'm creating another SOP network that imports the original
> object, uses a trail on that node, and then uses a copy attribute  
> to apply
> it back to the original. This seems overly clunky.
>
> Thanks in advance.
>
> MO
>
> --
> Michael K O'Brien
> mobrien at pixar.com
> Pixar
>
> JEN: Just because it's Taco Bell doesn't mean it's not dinner!
>
>
>
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-- Antoine

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