You can use an Attribute Math (or Attribute Vector Math if you want non homogeneous scale) node to control the point scale with your vertex group weights.
Input weights :
The node tree :
Distribute points, scale relative to the VG weights, instance your objects, join geometry, output geometry.
If you want to control the scaling factor,...
Okay, so, I don't know what I'm saying, but, I used to export meshes from Blender to Unreal Engine way back then and I faced sort of the same issue. If you don't want the long explanation of what you already have in the question, read only the bold parts XD
In order to make you understand, we might have to look at some cases but before that from what I ...
OP here. In the end, I went with a "manual" solution in python. Code below.
"""Helper function to get the groups a vertex belongs to"""
return [ vg.group for vg in v.groups ]
def get_vertex_group(ob, vertex_group):OP
"""Returns all the vertices in the group named ...
I think this is not possible with constraints and just 3 vertices. This has mathematic reasons.
But it will work, if you put 4 vertices in your vertex group instead of 3.
Maybe a Blender/Mathematics Pro might explain it better than i do, and hopefully i understood it right and i don't tell nonsense, but here is my "assumption":
I think Blender ...
You could make use of Randomize transform. First, make sure all your Cubes are separate objects that have their respective origins at their centers. Select all your objects (in object mode) and select "Randomize Transform" from the Object menu.
Keyframe your object at 0 transformation - Press I and pick "Location and Scale". Make sure to ...
Apparently, my problem was that my triangular plane didn't have any thickness. So, the solution to my triangular plane being messed up when I apply the intersection is to apply a solidify modifier before. It's very important to apply the solidify before the boolean modifier otherwise, it won't work.
If you replace this code with the one where I apply the ...
Bones are meant to deform mesh, so I would think you would just have the spine scan be deformed by the actual armature in a slightly unrealistic way, rather than be super scientifically accurate and make a multidozen bone spinal cord. However, you might go with a mix and use bendy bones, which deform things in even unified segments rather than blending with ...
You can use Set Length operator from Mesh Tools add-on.
Transcript of the GIF:
Select one edge, press N to enable Numbers panel, go to Edit tab > Mesh Tools > Edge Tools > Set Edge Length. Hover your mouse over Target Length and press Ctrl + C to copy the current length.
Select Two edges connected to the measured one, again click on Set Edge Length,...
When you ask for a perfect square, you're asking to manipulate individual vertices to place them exactly, and the ways I know how to do this are tedious. The easiest way to get a reasonable square is to
Inset the face so that one pair of opposite sides are the right length for the square. For my example, I'm going to pick the pair that are parallel to the ...
Are you using "Duplicate Linked" by any chance? When using Object > Duplicate Object followed by Objects > Apply > All Transforms it seems to behave as expected. On the other hand, trying to apply transforms on a linked object throws an error.
Is this it?
2 Attribute Vector Math nodes, and 1 temporary attribute to hold the offset.
'Scale' along normals might (strictly) be a misnomer... Solidify, Displace, and AltS all translate vertices along normals.
Using the 3x3 matrix rotation part.
Does a child object inherit the matrix from the parent?
Can decompose a matrix via Matrix.decompose()
loc, rot, scale = M.decompose()
the rotation is given as a quaternion. There is no guarantee that that the same rotation matrix will be returned when converting that quaternion back to a matrix. https://en.wikipedia.org/...
In some situation you can add an absolute distance to a shape by using the "solidify modifier". For example if you want to have 5cm of thickness around a long cube.
The modifier can also be combined with a vertex group to achieve a more custom result.
Define a plane by a point on the plane and its normal.
For example sake using 4 coordinates of plane as 4 points that make up the plane.
>>> ob = C.object
>>> mw = ob.matrix_world
>>> points = [mw @ v.co for v in ob.data.vertices]
Only need 3 points, $(a, b, c)$ to define a plane. All of ...