Is there a way to get a rotation or direction of a mesh point using Xpresso? I have a mesh with no joints that I use point morphs to change its direction, like a human finger. Think of it like wanting to have lighting bolts shoot out the end of the finger tips and you want the lighting bolts shoot out the direction the finger tips are. I’ve used the Xpresso point node to get the finger tip position, but can’t figure a way to find the direction its point to.
I’m so sorry. I should always double-check.
No excuse, but it was just a busy long day.
Following the 3D Motion & Design show, while trying to figure out what to answer here and watching (well clicking through) parallel tutorials based on another question.
Again, no excuse. I should know better.
I have updated the link. Checked it. I hope it works for you.
Hi Dr. Sassi,
Boy you need to take a break! The morph example does the trick. I too tried the comparisons between two points, but of course the relative angle only accounts for the morph alone. I see adding the null object adds something more I’ll have to study. Thanks for the help and insane quick response!
See attached example file. My goal is to enable the “target” (shown as a red cone) to always point in the direction of a mesh point regardless if changed by a pose morph or a object positional changed as demonstrated in the animation. I could instead use a single polygon if that would make it cleaner. The challenge is a mesh point only has a position. I tried using two points from the mesh to try to calculate angles, but I can’t count on any other mesh point being effected by another pose morph.
Is the solution you provided me still the best approach?
P.S.: Typically, I like to answer with several options, if possible. There are many ways to do things.
However, rigging an object and animating it are two main themes, and to find the sweet spot between these two is an individual case-by-case discussion. Just to put some light on the “general” question.
If someone tells you “this is the best”, then for whom? The rigger, the animator, both? We all work differently, so there is no absolute answer.
Here is the setup I would use; so far, I have understood what you like to do.
Note that I have added the Pyramid after the PoseMorph Tag was “recorded”. So it will stay in-depended.
This also means it can be animated while following the end of the joints.