To automatically align without the fiddling/guessing with rotation axises, you combine "align rotation to vector" to iirc the normal in chain with the rotation attribute.
I'm loving the geometry nodes content. I think I'd put the wheels in a collection instead of duplication/join, and put the setup on a new second object that references instead. But I can use it as-is by just copying/joining the collection on the new object instead, as a preceding node. The advantage is that it's nondestructive, which I'm really into right now.
Good idea on the collection. I haven't tested to see how it will work on a collection as the context hull normally works on a single object bit if it works on the collection that would be great. 👍🏻
Thanks. I always wonder how much depth to go into for these (not being an expert myself) so knowing Im hitting around the right mark is really appreciated.
@ArtisansofVaul I think this was perfect. It demonstrates a practical effect, introducing the concepts, but is simple enough to understand so even I can do it :)
It's nice how geometry-to-curve gets rid of all the ugly faces in the middle. I would have first tried to make a convex hull of the convex hull and then battled how to get rid of one or all of the faces in the middle. 🙂 BTW, rotation is in radians, so that 1.58 you were finding was probably like Pi/2 or something.
This is a great use of Convex Hull and Geometry Nodes. Thanks for showing this.
@AnthonyHortin My pleasure Anthony. And as always thanks for taking the time to comment 😁👌🏼
To automatically align without the fiddling/guessing with rotation axises, you combine "align rotation to vector" to iirc the normal in chain with the rotation attribute.
Hmmm.... I feel like I tried that and it didn't work but I will have to give it another go.
I'm loving the geometry nodes content. I think I'd put the wheels in a collection instead of duplication/join, and put the setup on a new second object that references instead. But I can use it as-is by just copying/joining the collection on the new object instead, as a preceding node. The advantage is that it's nondestructive, which I'm really into right now.
Good idea on the collection. I haven't tested to see how it will work on a collection as the context hull normally works on a single object bit if it works on the collection that would be great. 👍🏻
This is a great explanation of geometry nodes. Thank you!
Thanks. I always wonder how much depth to go into for these (not being an expert myself) so knowing Im hitting around the right mark is really appreciated.
@ArtisansofVaul I think this was perfect. It demonstrates a practical effect, introducing the concepts, but is simple enough to understand so even I can do it :)
Very good! I need to do more with Geometry nodes
I'm always feeling that way, so you're very much not alone there 😁
It's nice how geometry-to-curve gets rid of all the ugly faces in the middle. I would have first tried to make a convex hull of the convex hull and then battled how to get rid of one or all of the faces in the middle. 🙂
BTW, rotation is in radians, so that 1.58 you were finding was probably like Pi/2 or something.
@darrennew8211 Yeah, I'd assume so on the pi/2. Should have thought about that at the time 😅
13:00 Blender's UI fields can accept simple math equations, so in this case you can simply type "-pi/2".
@@n3onkn1ght Good call.
Amazing! 😊
Thanks Tomy.
As an Tank Designer, this is porn to me ❤😂
😁😁😁 I hope it serves you well and as always thanks for commenting Filamentio!
Love your vids. now pin this comment. That is all.
Haha. Thanks.