I suggest using normalized screen XY coordinates, (divide by screen width/height) so the gravity and separation values can be more consistent and not based on pixels.
@@왜못할거라생각해 self.Scene_sizeY = hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).size()[1] gives you height of Scene view. then drag_normilized = (device.mouseY() - self.first_click) / self.Scene_sizeY
is there a way to modify the position of the base curve points after clicking down. For example in the curve sop once you have created the curve you can modify the position of the points after the curve has been created.
this is the exact tutorial I am looking for, thank you soooo much, but its seems not working on Houdini Engine... May I know How to make it works In Unity?😭
instead of the for loop to set attributes, you can make an attribute wrangle over points:
f@gravity = ch(concat("../grav",itoa(@ptnum)));
great tutorial
I suggest using normalized screen XY coordinates, (divide by screen width/height) so the gravity and separation values can be more consistent and not based on pixels.
can you leave a code for other's
@@왜못할거라생각해 self.Scene_sizeY = hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).size()[1] gives you height of Scene view.
then drag_normilized = (device.mouseY() - self.first_click) / self.Scene_sizeY
is there a way to modify the position of the base curve points after clicking down. For example in the curve sop once you have created the curve you can modify the position of the points after the curve has been created.
this is the exact tutorial I am looking for, thank you soooo much, but its seems not working on Houdini Engine... May I know How to make it works In Unity?😭
amazing!