like any other marker. in the visualization menu, the button in the right side panel of the scene view. the one that looks like the tipical map location icon.
Hi, I'm scaling packed prims in a rbd sim by modifying primintrinsics in a geowrangle: matrix3 trn = ident(); // cannot use primintrinsic(...) because I wouldn't be able to scale over life anymore float scale = chramp("scale_over_life", @nage); setprimintrinsic(0, "transfrom", @primnum, trn*scale); This works great, the only problem is that my instances don't rotate anymore. Is there a way to read the rotation back in, and "merge" it into trn matrix, so that my rotation is updated and not hardcoded? Thank you in advance !
You are the greatest teacher!!!
thanks for the helpful video
super usefullllll thank you :)
ok so how do you show the orient attribute as a marker or gizmo?
like any other marker. in the visualization menu, the button in the right side panel of the scene view. the one that looks like the tipical map location icon.
Hi, I'm scaling packed prims in a rbd sim by modifying primintrinsics in a geowrangle:
matrix3 trn = ident(); // cannot use primintrinsic(...) because I wouldn't be able to scale over life anymore
float scale = chramp("scale_over_life", @nage);
setprimintrinsic(0, "transfrom", @primnum, trn*scale);
This works great, the only problem is that my instances don't rotate anymore. Is there a way to read the rotation back in, and "merge" it into trn matrix, so that my rotation is updated and not hardcoded? Thank you in advance !
you can use cracktransform() to extract what you need from the prim intrinsic
then use maketransform() to set in your new trn with your custom scale
@@jesterchrome Thanks!
Thaaats a... rivet!? But for sure a nice lesson. Thanks!