Transform Node (move scale rotate)

I came across a case where I would need a transform node to slightly move my wrapped mesh to perfectly fit my basemesh after a replace operation.

The workaround at the moment is to export the mesh, then reimport it manually through a load geometry node. Not very “nodal” or elegant.

Ideally the transform node would be exactly like the current load geometry node, except that instead of loading geometry from a file, it would load it from a geometry input (instead of the texture input).

Thanks
Eric

Hello Eric,

Will do in next version in exactly the same way you’ve suggested.

Awsome andrew. Thanks a lot.

While we’re speaking on the subject, it would be cool actually to leave the texture input as well, so that once you have wrapped the geometry, adjusted its coordinates and transfered texture you can combine geometry and texture all in one.

I see, thank you! If you want to assign a texture after wrapping there is a SetTexture node (http://www.russian3dscanner.com/docs/Wrap3/Nodes/SetTexture/SetTexture.html) that does it.

Nice One! I had actually missed that one… I was only looking in the texture folder for this.

Well I guess the texture input is not needed then, but I figured, if it’s already there on the load geometry node, it should be even less work to leave it and that’s one node less in the graph…

Thanks Andrew. Your software just changed my workflow completely (for the better).