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Pivot Painter (UE) and GrowFX pivots conversion


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Hi Eduard,
I found some issue that breaks Pivot Painter workflow for certain models, and this is because how GrowFX handles pivots conversion.

Pivot painter script calculates X Vector (8bit) into texture
Having X pivot not really pointed along the actual geometry causing some vertices not to be taken into account while calculating wind animation in UE
Quick example:

if we bend/distort too much with modifiers (pic 1) after certain degree
pivots kinda getting lost an actual direction (kinda based of just first segment of the path)


X_VECTOR_02.jpg.e8a443f47758334c288577df2c984e7a.jpg

 

what we really need for PP working properly is an actual model orientation AFTER the modified stage

how complex would be to calculate these 'in house' on hierarchy creation ?
as I dont know a proper script that does it all as a post process (normally results are really off with ton of manual labor)
 

X_VECTOR_01.jpg.a1bbda842dc5415bdebb02b218f75ee4.jpg

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Hi Archi!

 

I tried to write a script for post-processing, but when applying it to parent objects, the children change their position, and the tree can simply fall apart :)

 

But I understood that you want the X-vector of the pivot to look at the average point of all the vertices, right?

This point can be calculated and just rotate the pivot in its direction.

 

Thanks!

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46 minutes ago, Eduard said:

Hi Archi!

 

I tried to write a script for post-processing, but when applying it to parent objects, the children change their position, and the tree can simply fall apart :)

 

But I understood that you want the X-vector of the pivot to look at the average point of all the vertices, right?

This point can be calculated and just rotate the pivot in its direction.

 

Thanks!

Sounds fantastic Eduard!
We can think whats best
mb just end/start point straight line will be the same thing and less calculations? (but I'm not sure you got it def better)

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