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Thread: PolyMove Node for rough crowds perhaps ?

  1. #1
    areté adk's Avatar
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    PolyMove Node for rough crowds perhaps ?

    as in Aussie rules mobs

    G'day folks ...

    I'm pretty much a node virgin but thought some here might be interested in this and take it a little further perhaps. It's come about with me messing about with HD instance and trying to get a little variety in the movement of the polys where HD instances are placed. All movement / rotations of the polys are based on greyscale images images (applied to the ground for visual reference). There are only 2 objects in this scene ... 1 poly for ground and 1 layer with the red walkers that do their thing.

    All thanks to Denis P. for the PolyMove node plus all the others I use ... we owe you big time. Oh and lets not forget Antti of course

    PS: Will upload the scene for anyone who's interested as soon as I can...
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  2. #2
    areté adk's Avatar
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    ...more
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  3. #3
    areté adk's Avatar
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    ...more still
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  4. #4
    areté adk's Avatar
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    ...last one
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  5. #5
    Super Member JMCarrigan's Avatar
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    Hmmmm. Very interesting!
    J Michael Carrigan
    I just had an attack. Malware.
    But now I have a DESKTOP from Xidax. Not the best but pretty dang good.

  6. #6
    areté adk's Avatar
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    Here's the scene folks ...

    What I'd like to figure out / play with is how to clamp limit rotations + get something that resembles obstacle avoidance. They "kind" of do it now but in a very rough and unpredictable way ... All I know is I'm way to old to be resurrecting my engineering degree maths ... I think it's actually permeated out of my head to be honest. I'm sure someone out there can do this more justice then I can at this stage. I have a feeling this can be pushed to do quite a bit more but I'm not really in the best place to know if that's possible or not ?

    PS: Apologies as some of those MOV's don't scale to well .. if the walkers don't appear to be doing anything it's cause they are rotating
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    Last edited by adk; 08-29-2008 at 01:42 AM.

  7. #7
    interesting,..
    can be combined with this one

    http://www.newtek.com/forums/showthr...t=86338&page=7
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  8. #8
    can be combined with MarkerPen also,...
    http://www.newtek.com/forums/showthr...096#post801096
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  9. #9
    areté adk's Avatar
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    If you mean combined with HDI erikals that's exactly what I was wanting it for. A few random variations to the speed / heading of the walking clones.
    Was just trying a few creative ways of animating people walking down streets / paths and around corners etc. without too much hand animating.

    As for this working with marker pen... am yet to give that a go but thanks for the heads up.


    Quote Originally Posted by erikals View Post
    interesting,..
    can be combined with this one

    http://www.newtek.com/forums/showthr...t=86338&page=7

  10. #10
    bumpedi bump...

    i wonder, could this be use to make e.g. ants crawl around the backside of a tree and the branches as well?
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  11. #11
    areté adk's Avatar
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    Heya erikals,

    Actually, something that I posted here that serge solved ...

    http://www.newtek.com/forums/showthread.php?t=105308

    ... gave me the idea that perhaps this could work in other situations. So I just gave it a quick go and it seems to work ok (needs further work I reckon).

    Again this is just two layers, trunk & ants and I wanted the ants to "stick" to the trunk as they move up. I roughly animated the ring of ants (ANTS_01.mov) then applied serge's idea (but across 2 axes) - which kind of creates a hybrid "sticky" I guess. Result is ANTS_02.mov.

    Not sure how much further you can tweak it (there's places where they don't stick 100% as you'd expect ) or layer this with my image idea above in order to produce what you need. Here's the scene anyway and see if it helps & how you go

    Cheers .... adk
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    Last edited by adk; 01-31-2010 at 07:01 PM.

  12. #12
    thank you for the videos and files.

    i did some testing, but couldn't get the results i was aiming for.
    one of the problems is that it doesn't seem to stick properly..

    the more i though about the challenge, the more i got to the conclusion that dynamics were the way to go. however, even with dynamics ants crawling on a tree, spitting in groups onto different branches seems like a tough task.

    i almost had a solution, but i hit a wall when trying to think of a solution to track pixels in 3D.

    is there any way to morph baked particles?
    Last edited by erikals; 02-02-2010 at 03:55 AM.
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  13. #13
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    Quote Originally Posted by erikals View Post
    ...is there any way to morph baked particles?
    1-Morphs & Endomorphs are point vertex maps, so you need points.
    2-Particles are not points, no geometry.
    3-Transformed Particles in Partigons, are points but cloned on
    the fly, so in Modeler a Partigon object has geometry but only
    one point.
    4-Particle Scan is a way to baked calculated dynamic particle
    in a MDD file, it create also the cloud of point as a separate
    LWO file, but don't ask me how you could set the transition
    between a MDD node and a Morph node...
    http://pagesperso-orange.fr/dpont/pl...#Particle_Scan


    Denis.

    Edit: You would need also a different way to link objects
    to points instead of particles...
    Last edited by dpont; 02-02-2010 at 06:55 AM.

  14. #14
    Last edited by erikals; 02-02-2010 at 08:22 AM.
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  15. #15
    Denis,

    Quick question. We don't have an option now to get 'spot info' from another object. For example, could there be a possibility to open the node editor for object#1, and have 'spot info' from object#2. This way we could measure for example the distance between object#1 and the nearest spot of object #2. Does this make sense?

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