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Original file line number | Diff line number | Diff line change |
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Nearest Point on Mesh | ||
===================== | ||
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Functionality | ||
------------- | ||
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Finds the closest point in a specified mesh. | ||
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Inputs | ||
------ | ||
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Vertices, Faces: Base mesh for the search | ||
Points: Points to query | ||
Distance: Maximum query distance (only for Nearest in Range mode) | ||
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Parameters | ||
---------- | ||
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*Mode*: | ||
- Nearest: Nearest point on the mesh surface | ||
- Nearest in range: Nearest points on the mesh within a range (one per face) | ||
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*Flat Output*: (only in Nearest in Range) Flattens the list of every vertex to have only a list for every inputted list. | ||
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*Safe Check*: (in N-Panel) When disabled polygon indices referring to unexisting points will crash Blender. Not performing this check makes node faster | ||
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Outputs | ||
------- | ||
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*Location*: Position of the closest point in the mesh | ||
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*Normal*: mesh normal at closets point | ||
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*Index*: Face index of the closest point | ||
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*Distance*: Distance from the queried point to the closest point | ||
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Examples | ||
-------- | ||
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Used as skin-wrap modifier: | ||
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.. image:: https://user-images.githubusercontent.com/10011941/111774583-f3733480-88af-11eb-9559-78392166b00c.png | ||
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Determine which polygons are nearer than a distance: | ||
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.. image:: https://user-images.githubusercontent.com/10011941/111812010-f255fd80-88d7-11eb-8f48-de67716dd93a.png | ||
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Placing objects on mesh: | ||
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.. image:: https://user-images.githubusercontent.com/10011941/111810852-bf5f3a00-88d6-11eb-9cff-eb2a6c18a01a.png |
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Original file line number | Diff line number | Diff line change |
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Matrix Out | ||
========== | ||
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Functionality | ||
------------- | ||
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Matrix Out node converts a 4x4 matrix into its location, rotation and scale components. The rotation component can be represented in various formats: quaternion, axis-angle or Euler angles. | ||
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Modes | ||
----- | ||
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The available **Modes** are: EULER, AXIS-ANGLE & QUATERNION. These specify | ||
how the output *rotation component* of the matrix is going to be represented. | ||
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Regardless of the selected mode the node always outputs the **Location** and the **Scale** components of the 4x4 matrix. | ||
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+------------+---------------------------------------------------------------------------------------+ | ||
| Mode | Description | | ||
+============+=======================================================================================+ | ||
| EULER | Converts the rotation component of the matrix into X, Y, Z angles | | ||
| | corresponding to the Euler rotation given an Euler rotation order. [1,2] | | ||
+------------+---------------------------------------------------------------------------------------+ | ||
| AXIS-ANGLE | Converts the rotation component of the matrix into the Axis & Angle of rotation. [1] | | ||
+------------+---------------------------------------------------------------------------------------+ | ||
| QUATERNION | Converts the rotation component of the matrix into a quaternion. | | ||
+------------+---------------------------------------------------------------------------------------+ | ||
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Notes: | ||
[1] : For EULER and AXIS-ANGLE modes, which output angles, the node provides an angle unit conversion to let the angle output values be converted to Radians, Degrees or Unities (0-1 range). | ||
[2] : For EULER mode the node provides the option to select the Euler rotation order: "XYZ", "XZY", "YXZ", "YZX", "ZXY" or "ZYX". | ||
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Inputs | ||
------ | ||
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**Matrix** | ||
The node takes a list of (one or more) matrices and based on the selected mode | ||
it converts the matrices into the corresponding components. | ||
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Extra Parameters | ||
---------------- | ||
A set of extra parameters are available on the property panel. | ||
These parameters do not receive external input. | ||
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+-----------------+----------+---------+--------------------------------------+ | ||
| Extra Param | Type | Default | Description | | ||
+=================+==========+=========+======================================+ | ||
| **Angle Units** | Enum | DEGREES | Interprets the angle values based on | | ||
| | RADIANS | | the selected angle units: | | ||
| | DEGREES | | Radians = 0 - 2pi | | ||
| | UNITIES | | Degrees = 0 - 360 | | ||
| | | | Unities = 0 - 1 | | ||
+-----------------+----------+---------+--------------------------------------+ | ||
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Outputs | ||
======= | ||
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Based on the selected **Mode** the node makes available the corresponding output sockets: | ||
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+------------+-----------------------------------------+ | ||
| Mode | Output Sockets (types) | | ||
+============+=========================================+ | ||
| <any> | Location and Scale components (vectors) | | ||
+------------+-----------------------------------------+ | ||
| EULER | X, Y, Z angles (floats) [1] | | ||
+------------+-----------------------------------------+ | ||
| AXIS-ANGLE | Axis (vector) & Angle (float) [1] | | ||
+------------+-----------------------------------------+ | ||
| QUATERNION | Quaternion | | ||
+------------+-----------------------------------------+ | ||
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Notes: | ||
[1] : The angles are by default in DEGREES. The Property Panel has option to set angle units as: RADIANS, DEGREES or UNITIES. | ||
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The node only generates the conversion when the output sockets are connected. | ||
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Original file line number | Diff line number | Diff line change |
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@@ -16,3 +16,4 @@ Objects | |
assign_materials | ||
material_index | ||
set_custom_uv_map | ||
set_loop_normals |
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