Hi everyone!
It’s my first time writing in here. I was experimenting for fun trying to create ‘‘realistic’’ movement for a water creature.
I dive in this with what I already know by creating waveform with chop to generate some movement. Then in SOP world I’ve chop to sop these datas, then added a sweep SOP with a sphere and the chop to sop. I’m pretty happy about the results I had!
Then, it let mo to question myself more and was wondering about how could I go about with a ‘‘real’’ 3D model. Where the chop to sop line would be some sort of deformer to the 3D model. I don’t really have an idea of how I would achieve that.
you would want to calculate the vector the first two points of your animated geometry are pointing towards. For this delete all points except the first 2 from the CHOPTo1 SOP. Now convert this to CHOPs and Shuffle those in a way that each position is presented as a separate channel (Shuffle CHOP>Swap Channels and Samples). Next you can use a Math CHOP and subtract the 2 resulting channels from each other and finally Shuffle it back into 3 Channels (Shuffle>Split all Samples). The resulting 3 Channels can be converted with a CHOP To SOP into a single point for which you only set the Normals. Now take your head geometry and use a Copy SOP to copy it onto the single point that you had created.