Timeline for Duplicate Locked using Geometry Node
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jun 30, 2023 at 8:02 | comment | added | Robin Betts♦ | Hi, @shumel .. I know you don't mean to be mean.. but IMO we've got to bend over backwards, on BSE, (where our limited channels can easily be misinterpreted,) to avoid that impression at all costs. Perhaps this tension has arisen because it's actually very difficult to communicate some technical concepts, even simple ones, in words alone. A minimal example, (say 2 IK bones deforming a cylinder?), shared in your answer, might help clear everything up? Worth a try. | |
Jun 28, 2023 at 3:34 | comment | added | shmuel | @Marquis . please learn something about GN before coming here. watch some tutorials or something, so you avoid silly mistakes like that. with the most basic rudimentary understanding of GN you would of avoided this mistake. I'm not trying to be mean, but you have to make some effort to understand to tool your using. | |
Jun 28, 2023 at 3:30 | comment | added | shmuel | @Marquis lol. you need to connect the incoming geometry into the set position, and the set position has to go into the original geometry output. (on GN modifiers you can only have one output geometry. it's only with node groups that you can have multiple geometry outputs) | |
Jun 26, 2023 at 8:11 | comment | added | FIndTheFix | Didn't seem to follow the nearest vertex, sadly. Here's a video: i.imgur.com/BzOoAtp.mp4 Mind if I see a screenshot on how you got it to connect and lock, pretty please? I don't mind if it follows nearest shape if vertex is the limitation. | |
Jun 23, 2023 at 20:04 | comment | added | shmuel | I have a feeling it really a shader problem. | |
Jun 23, 2023 at 20:02 | comment | added | shmuel | you did one mistake. you should use the position node not a value node. (what you are currently doing is setting the position of every to 0. you want to set it to the position of the other mesh) | |
Jun 23, 2023 at 7:34 | comment | added | FIndTheFix | I might've gotten the node wrong (doesn't seem to work at the moment)? Here's my screenshot. i.imgur.com/In12HWQ.png Hopefully when the model poses, the mesh with matching vertex follows, that way although it's deforming, it's at least able to respond to the light. Any time a rigged mesh has object space normal maps in the shader, the light doesn't respond unless you move the light only (The light is as stiff as a brick when the rigged/deformed model is moving). | |
Jun 23, 2023 at 2:03 | history | answered | shmuel | CC BY-SA 4.0 |