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Thread: BDD Player node

  1. #1
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    BDD Player node

    Hi,

    Here is a standalone x32 BDD Player node,
    for the Displacement node editor,
    load and play dynamic rigid body BDD files,
    baked with Lightwave HardFX,
    Play Time can be modified with an envelope,
    http://perso.orange.fr/dpont/plugins...D_Node_x32.zip

    Here is also a x32 BDD Player Displacement plugin version,
    http://perso.orange.fr/dpont/plugins/BDD_Player_x32.zip

    There are not fully tested, if you get issues
    with the playback, please report here
    (a content scene+object+Hardfx-settings could help).

    Best regards,
    Denis.

  2. #2
    Denis, Thanks a million for this very very useful BDD non-linear playback plugin.

    My Initial testing of playing back a 4k poly mesh of 100frames works like a charm, haven't notice any bugs yet.

    BDD file path saving looks great too, no absolute path, all relative and nice.

    Mapped Time and the envelope is excellent.

    Thanks again, You are the best!

  3. #3
    not exactly sure what the BDD files are.

    Explain please.

    And a scene/object file would be appreciated to help.

  4. #4
    BDD files are rigid body dynamics motion data generated by hardfx, it only stores the transformation data of connected mesh treated as parts, as opposed to MDD that stores every single vertex delta of a mesh.

    just do some hardfx simulation, and save the result as BDD. Then reapply the BDD file with denis BDD playback plugin, you'll then be able to control the playback non-linearly.

    This is something I've been wanting for ever since LW has hardfx, and now it is finally here, thanks to Denis.

  5. #5
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    Part evaluation process has been optimized,
    both x32 BDD Player plugin and node have been updated.




    Another x32 standalone Part Move node,
    something near to Poly Move node but for group/part of connected polys,

    -Select a Pivot.
    -"Random Part Pivot" for adding a different offset to the pivot for each part.
    -"Pivot Offset" for adding the same offset to all part pivot, but animatable.

    -If the Spot Info Node is used as input in Part Move node, it will output
    normals and positions of the part pivot instead of spot/current point,
    so with one unique (animated) input vector, parts can be moved in their
    own direction, alligned on their normal.

    -With "Normal Rotation" checked, Rotation is applied around the Part normal,
    in "Part Space", this is much slower and it could fail also in some case
    since Part normal orientation is evaluated on heading and pitch axis only.
    Part Normal is build with the normal of all its poly so it could be null
    and not usable with this option.

    http://perso.orange.fr/dpont/plugins...rtMove_x32.zip

    A few animated demos,
    one unique animated vector applied to parts,
    Click image for larger version. 

Name:	PartMove.gif 
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    Around 1500 parts, one animated vector position and rotation,
    Click image for larger version. 

Name:	PartMove2.gif 
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    With a (upcoming) Time Lag Node and one animated vector,
    Click image for larger version. 

Name:	TimeLag.gif 
Views:	726 
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ID:	64691

    Denis.

  6. #6
    Wow, I'm really impressed, this is very handy. Opens up new doors to animating parts in many precedural ways.

    Great for LW as it is natively bad at handling large numbers of 'individual' items.

  7. #7
    Wow, I'm really impressed, this is very handy. Opens up new doors to animating parts in many procedural ways.

    Great for LW as it is natively bad at handling large numbers of 'individual' items.

  8. #8
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    Another update today, all plugin and nodes above
    have now a faster preprocess.

    Denis.

  9. #9
    Lightwave junkie stevecullum's Avatar
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    Wow Denis - these look very cool!

    Looking forward to 64bit version
    i7 X3930/32GB/Quadro 4000

  10. #10
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    Awesome as usual Denis!

    Already putting this to work.

    Thanks

  11. #11
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    Hey Denis,

    The object I'm creating is parented to a null and placed in my scene,
    when I apply BDD player the object moves to 0,0 similar
    to setting the local option in Hardfx.

    How do I keep it in place?

    Thanks

  12. #12
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    Depends of which BDD Player you are using,
    First, BDD file is baked in HardFX in world coordinates.

    In BDD Player displacement plugin, by default
    with "Key Move" option is "Off" (World), displacement
    overwrite any other object motion and parenting,
    with "Key Move" option set to "On" (Local) you can
    move or parent the object with its BDD displacement.

    In BDD Player node, since displacement is applied
    as a delta to the object, it is always in Local space,
    so displacement is moved with the object,
    if it is parented, you could use the Item Info node
    to substract the parent position to the delta.

    Denis.

  13. #13
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    Quote Originally Posted by dpont View Post
    Depends of which BDD Player you are using,
    First, BDD file is baked in HardFX in world coordinates.

    In BDD Player displacement plugin, by default
    with "Key Move" option is "Off" (World), displacement
    overwrite any other object motion and parenting,
    with "Key Move" option set to "On" (Local) you can
    move or parent the object with its BDD displacement.

    In BDD Player node, since displacement is applied
    as a delta to the object, it is always in Local space,
    so displacement is moved with the object,
    if it is parented, you could use the Item Info node
    to substract the parent position to the delta.

    Denis.
    Thanks for the info, I was using the node version.

  14. #14
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    BDD Player node, Part Move node and a new Time Lag node
    have been added in x32 and x64 DP Kit,
    http://pagesperso-orange.fr/dpont/pl...l_Nodes_2.html

    BDD Player displacement plugin has been ported to x64 too,
    http://pagesperso-orange.fr/dpont/pl...D_Pointer.html


    Thanks to Marvin Landis for the DP Kit x64 update
    and new x64 BDD Player.

    Denis.

  15. #15
    Great work Denis. Thanks a lot!

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