![]() Well, more than an array, its a 3x3 matrix.Īs I alluded to in the previous chapter, a 3x3 matrix is a compact way to store the rotation and scale of an object. View it for the sphere, you'll see its an array of numbers. Throw a bunch of random objects together, merge them, view the typename intrinsics attribute, this is how Houdini knows what kind of geo to draw for each primitive:Īnother intrinsic you'll find in there is 'transform'. Enable it, you can see that it's 'sphere' in this case. For example, if you look in the intrinsics list there's one for 'typename'. Ok, so these are important base characteristics of a primitive. Intrinsic - being an extremely important and basic characteristic of a person or thing. So what's an intrinsic? Lets go find a dictionary definition: Switch over, click the 'intrinsics' drop down, choose 'Show All Intrinsics':Īha! Hidden attributes! You can scroll across the entire list as shown above, or use the dropdown to view a subset: The answer is over on the primitives view of the geo spreadsheet. If this were a packed primitive then rotation might be stored on but no, its not there. It's acting like a big standalone particle, so there's no 'outer skin' of points to rotate. Translate is obvious, that's But rotation? If this were a polygon sphere then obviously it doesn't matter, as the rotation is baked into each point's but this is a primitive sphere. So where is it being stored on the geo itself, in the geo spreadsheet? That's the modifier that caused this deformation, but we could write this geo out to disk, read it back in, and it would still look like this without the transform sop. 'Right there Matt' you say, 'on the transform sop'. where is that translate/rotate/scale info being stored? Append a transform sop, and rotate/translate/offset it so its fairly deformed, like this: ![]() Create a primitive sphere (as in the default sphere type, none of the poly or nurbs types).
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