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Erol
04-13-2015, 04:17 AM
Hi
I want to animate a path of an object moving through time, in a way that the path itself will be rendered while the object is moving. meaning I want the path to be rendered and shown as a draw that is being created. like a draw of a brush or a pencil on a paper or a canvas. any idea how to do that?

ernpchan
04-13-2015, 08:11 AM
There's a tutorial here that reveals a path.

http://forums.newtek.com/showthread.php?145080-Couple-of-Spline-Control-Tutorials&highlight=Path+reveal

You could also look into the DP paint texture plugin.

prometheus
04-13-2015, 10:16 AM
those links provided by ernpchan is probably the way to go, there is an alternative though...use particles, just make sure to add a null in your objects center pivot, and parent it to it, hit p on the nulls propertie and add particle fx, add hypervoxels with small hv sprite size.
important is to set the particle etc tab particle motion to 0 and keep position blur to 100, set particle lif as long as your animation and set particle amount limit high enough, and make your emitter generator size 0x0x0x

Michael

MonroePoteet
04-13-2015, 11:30 AM
If you're trying to paint / draw lines on a surface, the DP RmanCollection has a surface procedural texture called "MarkerPen", which draws using the motion path of a reference object (e.g. a Null). The collection is here:


http://dpont.pagesperso-orange.fr/plugins/Textures.htm

The particle trail works OK except I've found it's hard to avoid getting "knobby" kind of trails that are large enough to be visible while avoiding spaces between the HVs. Hypervoxels don't provide a "stretch to Parent's path", and unless stretched, HV's are spherical. With enough particle density along the path and Additive Blending Mode on the HV's, it can be done. The number of particles has to be adjusted for the length of the path that each emitter takes, or you either get knobs due to blending, or spaces due to too few particles.

You can also get a "spreading ink" kind of effect by using a Gradient with Particle Age on the color, size and transparency of the HV's. Or, get a smoky flame trail. A couple of sample scenes are attached. You can see the "knobbies" and "spaces" in the HV_DrawLine scene.

Remember, you have to use VPR or render frames to see the Hypervoxels.

mTp

Ztreem
04-13-2015, 03:17 PM
You can also make instances along a motion path and use the raytrace node to paint the surface, no plugins needed.

prometheus
04-15-2015, 06:20 AM
If you're trying to paint / draw lines on a surface, the DP RmanCollection has a surface procedural texture called "MarkerPen", which draws using the motion path of a reference object (e.g. a Null). The collection is here:


http://dpont.pagesperso-orange.fr/plugins/Textures.htm

The particle trail works OK except I've found it's hard to avoid getting "knobby" kind of trails that are large enough to be visible while avoiding spaces between the HVs. Hypervoxels don't provide a "stretch to Parent's path", and unless stretched, HV's are spherical. With enough particle density along the path and Additive Blending Mode on the HV's, it can be done. The number of particles has to be adjusted for the length of the path that each emitter takes, or you either get knobs due to blending, or spaces due to too few particles.

You can also get a "spreading ink" kind of effect by using a Gradient with Particle Age on the color, size and transparency of the HV's. Or, get a smoky flame trail. A couple of sample scenes are attached. You can see the "knobbies" and "spaces" in the HV_DrawLine scene.

Remember, you have to use VPR or render frames to see the Hypervoxels.

mTp


You donīt have to use vpr or render frames, working with viper is also an alternative for voxel previews only.
You have way to low birth rate and particle amount ..thatīs why you got gaps/spaces, and you can get a perfect line without knobbies, turn of the particle age in size not necessary..if you tweak the relative particle age gradient right, you can have a trail line with larger beginning and smaller line at the end without any knobbing.

the position blur should often be set to 100 for proper particle position ..which in this case it is, hiowever..if you want dashes, lower it.

SBowie
04-15-2015, 06:59 AM
Or maybe path to curve, rail extrude, and use one of a variety of means to reveal the extrusion object in sync with the primary object movement?