One more custom node done in Fabric Splice. This time I tackled a couple of things at once.
First was wheel rotation. This solution is based on the objects world matrix instead of a position value or something similar. The idea was based on one of Rigging Dojo's AIR sessions with Raf Anzovin. The object can have as many controls as you want and it will always calculate the correct roll. I added the possibility to connect a parent inverse matrix so the setup can be a child of some other node. Useful when having world positioning controls on a rig.
The next was a parameter to drive objects along a curve. Similar to the rotation, only the output is different. Instead of outputting an angle value the parameter is a value between 0 and 1.
And the last was instancing. A mesh will be projected on the custom splice curve and it is driven by the parameter value. I extended the BezierXfo class that comes with Splice and added a new function that takes a number of instances and a starting offset as the input. In this case parameter is that offset and it tells the function where the first element should be on the curve. Then the other elements are projected onto the curve with an equal distance between them.
Check out the video bellow to see the node doing its thing:
Revolve Node in Maya from Armin Halac on Vimeo.
First was wheel rotation. This solution is based on the objects world matrix instead of a position value or something similar. The idea was based on one of Rigging Dojo's AIR sessions with Raf Anzovin. The object can have as many controls as you want and it will always calculate the correct roll. I added the possibility to connect a parent inverse matrix so the setup can be a child of some other node. Useful when having world positioning controls on a rig.
The next was a parameter to drive objects along a curve. Similar to the rotation, only the output is different. Instead of outputting an angle value the parameter is a value between 0 and 1.
And the last was instancing. A mesh will be projected on the custom splice curve and it is driven by the parameter value. I extended the BezierXfo class that comes with Splice and added a new function that takes a number of instances and a starting offset as the input. In this case parameter is that offset and it tells the function where the first element should be on the curve. Then the other elements are projected onto the curve with an equal distance between them.
Check out the video bellow to see the node doing its thing:
Revolve Node in Maya from Armin Halac on Vimeo.
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