manually assign root particles for tyActor
#1
Usually, tyActor considers the one with the skin modifier as root particles which is fine..

but is there a way or can we manually assign root particles for tyActor....for e.g. If I have a simple hierarchy and want to assign certain objects has root.

Thank you
Nayan Bodawala
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#2
It's the other way around...the skin(s) are assigned to the root.

The root is the base of the hierarchy of your actor. It's essentially the tyActor helper converted into a particle. All of the objects you add to a tyActor are the 'rig' particles of the 'root'. So in that sense, I don't understand the purpose of changing the root...and in the context of a flow it wouldn't really make sense.
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#3
(07-03-2022, 11:59 PM)tyFlow Wrote: It's the other way around...the skin(s) are assigned to the root.

The root is the base of the hierarchy of your actor. It's essentially the tyActor helper converted into a particle. All of the objects you add to a tyActor are the 'rig' particles of the 'root'. So in that sense, I don't understand the purpose of changing the root...and in the context of a flow it wouldn't really make sense.

Oh ok.....I got it....I understand.....I forgot that part where tyactor itself is a particle....but here's a question, for e.g. I have a mechanical rig, where my mechanical geometry parts are linked with different bones mechanism.....now if I include all the bones and the 3d mechanical geometry into tyActor, well tyActor will also consider 3D geometry as rig particles...which I dont want, I want it to not be rig particle


Thank you
Nayan Bodawala
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#4
Hmm...maybe I don't understand the issue....but you can put tyProperties modifiers on any actor input objects, assign groups or custom floats and then filter them out to different events in your flow.
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#5
(07-06-2022, 01:27 PM)tyFlow Wrote: Hmm...maybe I don't understand the issue....but you can put tyProperties modifiers on any actor input objects, assign groups or custom floats and then filter them out to different events in your flow.

yeah, its actually no biggie........yeah I am using tyProperties for this......anyways thank you for your time
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