tyActor pivot position
#5
(01-25-2022, 08:07 PM)tyFlow Wrote: Hey AJ, when I load the file and move the box/tyActor pivots, the sim updates accordingly...so maybe I'm misunderstanding your issue here.

Are you hoping that when a box pivot is moved, the box will remain unchanged in the flow because its relative location to its tyActor hasn't changed? Or are you hoping that moving a box pivot will offset it from the tyActor?

And what build of tyFlow are you using?

Hey Tyson,

No problem, I don't think I explained myself very well!

All three of the boxes in the scene have their pivots centred and the tyActor aligned to the same coordinates however only the box with its xform reset locks the pivot position in when used in a tyActor setup (with 'Generate Skinned Meshes').  If I pick the boxes using a Shape operator, then they all respect the pivot point and snap to the centre of the particles.

I've attached a visually horrible but hopefully clearer example of what I mean, with both a shape operator and the Skinned Meshes enabled at the same time. You can see that the orange geometry from the Actor isn't respecting their new pivots.

I'm using v0.16133, but will try with 0.16134.

Hope this makes sense!


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Messages In This Thread
tyActor pivot position - by moonjam - 01-25-2022, 02:30 PM
RE: tyActor pivot position - by tyFlow - 01-25-2022, 02:55 PM
RE: tyActor pivot position - by moonjam - 01-25-2022, 03:28 PM
RE: tyActor pivot position - by tyFlow - 01-25-2022, 08:07 PM
RE: tyActor pivot position - by moonjam - 01-25-2022, 09:04 PM
RE: tyActor pivot position - by tyFlow - 01-26-2022, 02:58 AM
RE: tyActor pivot position - by moonjam - 01-26-2022, 01:42 PM

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