Create a UV Pin

While both proximityPin and uvPin nodes are procedural and perform similar functions, they differ in small but important ways:

UV Pin does not need a matrix input or locator, as it is UV coordinate-based.

Using uvPin with NURBs

To create a uvPin node from components

  1. Select the following:
    • For a mesh: vertices, edges, faces, or UVs
    • For NURBs: surface points or surface patches.
  2. Select Constrain > UV Pin > in the Animation (F4) or Rigging (F3) menu set to open the uvPin options.
  3. In the UV options window, set a pin location to Components, and choose how you want the pin to output. See uvPin options for descriptions of these settings.
  4. Use the UV Pin options window Coordinate System area to set how the coordinate system is derived from the surface. You can choose a World space for evaluation, in case double deformations/transformations occur. See Proximity Pin options
    Note: These options are covered in more detail in the Attribute Editor settings and give you more control to tweak the results while you work with the deformer.
  5. Select Add or Apply.
  6. When you transform or deform your geometry the uvPin moves with it.
  7. Note: Once your uvPin is set, you can further edit the coordinate system in the Attribute Editor.