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Pin Points

Posted: 02 Mar 2018, 02:49
by rray
A modeling helper plugin which I've been meaning to share in 2009 or so and forgot 8-x

Installs the command "Pin Points" in the Constrain menu on the right. It freezes/pins the selected subcomponents. Then they can't be moved until the command is called again.

There's a displayInfo in the viewport that 1. lets you know something is frozen / 2. lets you set a falloff so points near the freeze region are a little frozen as well which makes the transition smoother / 3. set smoothness / 4. show or hide the blueish effect of the frozen region in the viewport

let me know if there's bugs!

Re: Pin Points

Posted: 02 Mar 2018, 13:22
by Draise
Like modeling masking!? WOAH.

Re: Pin Points

Posted: 02 Mar 2018, 18:53
by mc_axe
Very helpful, i hope it works vs move-proportional tool!

Re: Pin Points

Posted: 28 Feb 2019, 11:27
by anyheart
Very cool tool,works on Curves and polygon

Re: Pin Points

Posted: 28 Feb 2019, 11:34
by rray
Nice, never planned to have it work it for curves, just for polygons... but because of the generic SI object model it works for anything that's made out of points.

Re: Pin Points

Posted: 20 Mar 2020, 20:17
by opoppopopp
just use it today for a small work, thank U

btw. pin by weight maps will be more intuitive...and quick...

Re: Pin Points

Posted: 23 Mar 2020, 13:13
by rray
Hey thanks for using it! It sound good. I'll check if it's easy to make

Re: Pin Points

Posted: 28 Mar 2020, 14:34
by opoppopopp
rray wrote: 23 Mar 2020, 13:13 Hey thanks for using it! It sound good. I'll check if it's easy to make
IF
"press w, paint some wight, move other points, smooth some weight, move a little more, click a button to turn off pin" wow @-)

Thanks again!

Re: Pin Points

Posted: 12 May 2022, 21:12
by Talik
Would be nice if it could freeze the bone's and deformer's deformation. I would use it to move the bones after the weights are painted

Re: Pin Points

Posted: 13 May 2022, 21:57
by opoppopopp
Talik wrote: 12 May 2022, 21:12 Would be nice if it could freeze the bone's and deformer's deformation. I would use it to move the bones after the weights are painted
You can adjust Static_KineState property of your deformer(bone) object, to a compensate value, to adjust deformer position after envelop.

Envelop operator only need deformer's transformation value(so that everything in XSI, can be used as deformer, not only bone object)
But not the transform information in Kinematic node, but the Static_KineState node.

Re: Pin Points

Posted: 13 May 2022, 22:06
by opoppopopp
Talik wrote: 12 May 2022, 21:12 Would be nice if it could freeze the bone's and deformer's deformation. I would use it to move the bones after the weights are painted
This is a better explanation of Static KineState:
http://web.archive.org/web/201104040029 ... chives/209

Re: Pin Points

Posted: 17 Dec 2022, 18:05
by rray
There's also the menu command "set reference pose" that resets the mesh to the base pose without moving the bones.

(probably it modifies the Static KineState internally)