I'm trying to have a transform object following a primitive on my base shape. It seems to work for the most part but it flips when I rotate the shape.
I'm expecting all of the normals of the shapes to be preserved properly through the bonedeform so I'm not too sure. My assumption is that the primConstraint might not be capturing an up vector maybe?
The goal is to replicate Maya's follicle node, in Houdini it may involves more than 1 node?
The doc for that node doesn't seem accessible (I get a 404 Page not found)
Okay I figured this out, I first needed to setup a polyframe on my mesh to get N and up attributes before the APEX pack folder then I could feed those in the x_axis_name and y_axis_name ports in APEX. I got confused because they were string attrs.
Good thing there was a doc for the similar node rig::PointConstraint