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JoeJustice
12-13-2017, 02:39 PM
Is there a way to apply a spline displacement from a spline created in Modeler?

MonroePoteet
12-13-2017, 03:07 PM
Yes, in Modeler, save the "spline" (Draw Spline etc. actually results in a "curve" in Modeler) as an Object, send it to Layout. In Layout, use Setup=>Edit=>CurveToSpline to create the Spline. The created Spline may have "kinks" in it, which can be fixed as follows: Go into Scene editor, select all the node(n) items created under the Spline object. Use the Motion panel=>Controllers and Limits tab=>Rotation tab to set all node(n) bones to be Spline Control in both Heading and Pitch.

mTp

JoeJustice
12-13-2017, 04:35 PM
Cool. I got the spline, but how do I make it deform an object?

What I'm trying to do is animate a string of lights to spell a word or wrap around a tree.

Spline Displacement usually works pretty well for simple shapes, but spelling out a word is tough. So I'm trying to figure out a faster way.

gar26lw
12-13-2017, 05:00 PM
Youtube dude :)

DP kit spline deformer :

https://www.youtube.com/watch?v=YDlFmC7gFWw

https://www.youtube.com/watch?v=Knxz1qdHrPg

LW spline displacement:

https://www.youtube.com/watch?v=_dZcwtvUxBM

LW spline control (this is most likely the one you want):

https://www.youtube.com/watch?v=kHAtN-gpyh8

and another with some more info :
https://www.youtube.com/watch?v=b_rFztpHYLc

Spline instancing :

https://www.youtube.com/watch?v=yft6Z6wbyM8

Spline control hints :

https://www.youtube.com/watch?v=Vy_UmRFEoy4

Bone deform and splines with donloadable demo scene :

https://www.youtube.com/watch?v=T_EhtqlxYDI

omichon
12-14-2017, 01:49 AM
Good to see you there Joe, it's been a while ! All that smells the Xmas card ;)
BTW, 2018 might be the year to update Lightnet Cloud, no ? :hey:

JoeJustice
12-14-2017, 08:14 AM
It is indeed for a Christmas video.

I'm a Marketing Director these days, so I don't get to do a while lot of hands-on animation anymore. I started re-writing LightNet Cloud in C#, I've worked on it off and on the past year. The LightWave 2018 announcement got me pretty excited, so maybe I'll put my nose to the grindstone.

omichon
12-14-2017, 08:21 AM
Yes, I remember you told me you had a new job last time we were in touch. But glad to read that LightNet project could have a rebirth, eventually :)
And good luck with the xmas video, btw. Not sure I will have time to make one myself this year...

JoeJustice
12-14-2017, 08:48 AM
Careers are weird because when you're really good at something your employer will make you stop doing it and put you in charge of people that aren't as good at is as you are. :)

MonroePoteet
12-14-2017, 05:13 PM
Cool. I got the spline, but how do I make it deform an object?

What I'm trying to do is animate a string of lights to spell a word or wrap around a tree.

Spline Displacement usually works pretty well for simple shapes, but spelling out a word is tough. So I'm trying to figure out a faster way.

RE: spelling out a word, my experience has been that except for a *really* cursive font (i.e. continuously having "the pen" on the paper), it's better to create a separate curve / spline for each letter, and indeed for each separate "stroke" of each letter. Otherwise, the resulting curve / spline ends up having a lot of dangling segments outside the letters / strokes which looks really bad. For example, there isn't a very good way to "cross a T" without picking up "the pen" or doubling one or more line segments, both of which look bad in the end.

Having said that, the Vivaldi Italic font is pretty good about having continuous lines per letter, so if you can use that font, it might work for whatever words you want to say, but even then, you'd want to have a separate curve / spline for each letter, IMO.

To create the curve in Modeler, use the Text tool to create the text you want. Put that in a background layer. Then, using the Create=>Points tool ("+"), right-click to add a sequence of points along the "natural" stroke of the letter. Once the letter is complete, press CTRL-P to create an open curve for that letter. Then, use Multiply=>Add Points and Drag to clean up the curve. Save each curve to a separate layer.

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When each letter's curve is complete, save the object and send it to Layout. I usually try to name the layers (F7, double-click on each layer) to help setup in Layout:

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In Layout for each letter's curve, use CurveToSpline. In Scene Editor, select all node(n) children and in Motion Options=>Controllers and Limits, set their Heading and Pitch controller to Spline Control, then use Numeric input to set all their Banks to 0.0 or whatever bank suits your setup.

Once this is done, use the spline to deform a pre-modeled light string (with bones!), use an Instancer to distribute bulb instances, or whatever.

The attached scene uses an Instancer to distribute bulb instances on the capital-S of Solstice. I didn't bother setting up the other splines and adding Instancer, but it's the same process.

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Good luck!
mTp

jeric_synergy
12-15-2017, 12:40 AM
You might also look into HardLink, and use a 2pt poly chain that morphs into shape. Not that you'd use the morph, but that means you can start out w/a straight chain.....

...never mind, that's a really bad idea....

JoeJustice
12-15-2017, 07:32 AM
Great tips! Thanks.

jeric_synergy
12-15-2017, 09:03 AM
Monroe, did you actually package up that scene, or is it 'just' (above and beyond, man) JPGs?

Thanks again for all the help you give the LW community.

MonroePoteet
12-15-2017, 09:04 AM
Ooop, forgot to upload the scene in my previous post!

mTp

P.S. Haha Jeric - cross posted!

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