The red carpet deal again
Posted: 01 August 2017 10:27 AM   [ Ignore ]  
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Hello everyone,

> specially to Mr Sassi
i’m back after few years out of 3d.

So here’s the thing i and my fab’ customer want :

a red carpet is blown out of a majestic stairway, bouncing on it,
and keeps its course till the end of the stairway.
Of course the carpet cloth gets smoothly sticked to the stairway over the course of this.

I’d prefer to stay as much parametric as possible
because customer might want more stair-steps, something like a smoother movement (and so whatever customer’s wishes)
But i could not keep it all the way. That’s why i need your help.


This is the process i’m in and surely there’s a chance something more simple exists :

Step 1
- i build a stairway with mograph cubes translated in Z and Y,
this stairway is a dynamic collider.

- i then use a small sphere as a dynamic rigid body to jump bouncing on the stairway
i manage the course of the sphere with the bounce parameter and a wind object.

- a tracer object trace the spline the sphere makes
the tracer is then placed inside an extrusion nurbs

which gives me the dynamic course of the carpet jumping on the stairway

 


Step 2 : the carpet falls down on the stairs smoothly.

to my knowledge, and at this step, i have to be leaving the parametric spline stage which i’d prefer not to :
is it possible then to stay parametric for step 2 ?

What i’ve done and you can see it in the layer n°3 in the attached scene is editing the tracer and its extrusion,
making it cloth dynamic and let go a simulation so the cloth falls on the stairs (not cached in the doc).

Questions then :
i would like either the scene to be dynamic so as the carpet is being traced it’s also dynamic just as in the real life.
or -
with a falloff :
the cloth dynamic falling down the stairs is being controlled with a linear fallof pushed -z with keyframes,
controlling the dynamics with a fallof is something i do not know (or i’m out of ideas),
to control this, i’ve been in a posemorph process, with a morph object controlling the two steps.


This carpet thing is a must know, i thank you very much for your answers,


cheers,

 

Arnaud.

File Attachments
Carpet.zip  (File Size: 1241KB - Downloads: 3)
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Posted: 01 August 2017 02:47 PM   [ Ignore ]   [ # 1 ]  
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Hi Arnaud,

Thanks for the scene file!

A cloth dynamic might have some problems, as the bouncing ball has a longer path than the stairs need that*.

If I get this right, the transition from bouncing-path to stair-profile is the key.

Here is a file that takes the one spline, with some additional waving (*to cover up the difference in length), to the tight staircase cover.

Scene file
https://www.amazon.com/clouddrive/share/dLcHMuQS72Yl1l6y7zhG13ZVCPVKmH8uVf2ZT6JrBNj

To have the tight staircase cover as a spline file, active, I would have the need to know more about the set up that you are targeting.
Are the amount of stairs changing, at all or over time?
Is the position of the stairs changing?

One or the other must, otherwise why not have a fixed spline to work with?

This would create perhaps a different set up, if possible at all. Let me know and I’m happy to look into it.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.

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Posted: 01 August 2017 05:44 PM   [ Ignore ]   [ # 2 ]  
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P.S.:

Here is an idea to keep it parametric for a fixed number of stairs. As the morph from the Bounce spline to the stair spline needs to have the same number of “points”.

However, in this file…

Scene file
https://www.amazon.com/clouddrive/share/XU0ll3ZPf91F5d3LnPkb3uF7Xh22KKxToP3w0J2hA8h

… you can change the position of the steps (see HUD) and the Morph Deformer will change the spline nicely from bounce to step.

With so many parameters, bouncing, rolling and the length of the carpet, while the stairs can change, I guess it is faster to set up a new scene instead of getting all in a 100% parametrically rig.

Well, having said that, how about setting the bouncing (the spline) up in the same way as the stair spline. Just brainstorming.

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Dr. Sassi V. Sassmannshausen Ph.D.

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Posted: 02 August 2017 04:06 AM   [ Ignore ]   [ # 3 ]  
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Hello Mister Sassi !

Nice to read you ! and thanks for your answer !
and thanks again, a lot to digg into this ! smile
i’ ll be answering file to file you sent me so here is for the 1st :

Seems like the same set up as the one i did : editing the spline duplicate it then project the second on the stairs,
and morph between the two. In this setup there is a need to edit by hand the second projected spline.
Adding a delay effector in point mode add a lot of sensitivity to the thing but the spline gets >into< the stairs.

To answer your questions :
Well there won’t be no animation on the stairs thourought the film: fixed stairs number / no height moving / like a real stair !

The second file you sent me is more of a strange thing to me : there is some xpresso nodes i don’t know about, it’s pretty beautifull !
and parametric ! but i have not enough time to process my brain anderstanding those new xpresso functions (later after delivery might be the right time to look deeper into this, excuse me).

Well then, you’ are right
why not changing the scene to adapt to customer’s need instead of using time effort in this little production time,
for parametrical hypothesis / don’t know if this sounds english /

 

Well i have an other thing left to talk about : i might have gone to this from the start,
there is a step 3 in the animation /

the only thing left is that each of the carpets : (got three carpets to animate total) is in fact a letter, the carpet is a carpet-letter

so i might have to add a boolean on a loftnurb for the third step which might stand as potential poly-bugs in animation - OR -

i might have to use a plugin called “spline patch” : do you know this one ?
it’s like a loft on steroids, and may be i could animate without the risky bools operations my carpets like this :

splines for the Y axis + splines for the X axis /

OR :

Let’s go without steroids !  with a number of splines on the Y axis and on the X axis in a loft


Ok you see i’m gonna jump in cinema trying with a loft and morph animated edited splines into it
and will be back pronto.


++ !

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Posted: 02 August 2017 08:00 AM   [ Ignore ]   [ # 4 ]  
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Hi Arnaud,

Yes, if the project would be easy to set up a “machine”, and the client would come each day for a fresh new version, the R&D needed for that might make at one point sense. To keep all parameters dependent on each other, including a jumping ball, sound like a great challenge. Yes clients change their mind, and sometimes they ask for something completely different wink

How about projecting the letter to the carpet? The needed change of length might lead other wise to distortions.
Sorry, no idea about the spline patch plug in. Looks cool “SplinePatch 3.0” so my results from googling it.

Currently, I’m not clear about three carpers to animate, or do you mean Bounce, Stair and the resulting Morph out of it?

All the best

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Posted: 02 August 2017 09:42 AM   [ Ignore ]   [ # 5 ]  
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Huh,

I’m sorry Mr Sassi,

I’ve been trying this : https://vimeo.com/108335058
basically it’s like a morph without a morphtag or morph object :  with an inheritance effector and two splines matrix,
... headache ... this is not working good for a carpet.
As far as there is freedom to translate from one form to another this a pretty beautifull setup / but a carpet is a carpet
it obbeys to the rule of looking like a carpet/


Well i think i’m going to go no parametric at all : i will bake the dynamic ball bouncing on the stairs and then try to go cloth dynamics,
and we’ll see //

What you are mentioning : projecting the letter and then morphing it up to the bouncing status (and go backwards)
is interesting i’m going to give it a try too !

Thanks Mr Sassi,


Another one try /.


++

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Posted: 02 August 2017 10:00 AM   [ Ignore ]   [ # 6 ]  
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Hi Arnaud,

I clicked quickly through the link, since you wrote it is not working for you.

Here is a scene file:
https://www.amazon.com/clouddrive/share/20P36OJAvAORZHMoJ2GoGz8g8QoKgL9ljGCol2hSdQQ

Perhaps that works better.

Note that the delay (if that was the target) is set to Deformer>Point.

Let me know if that works for you.

All the best

BTW, thanks a lot! grin

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Dr. Sassi V. Sassmannshausen Ph.D.

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Posted: 02 August 2017 10:08 AM   [ Ignore ]   [ # 7 ]  
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Waw !
your file is so beautiful, so simple and straight forward
” impressed “

Thank you i will give it a try too wink

thanks Mr Sassi,

++

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Posted: 02 August 2017 10:11 AM   [ Ignore ]   [ # 8 ]  
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Thanks a lot, Arnaud.

I’m a little bit slow today, as I follow Siggraph on another screen.
http://www.c4dlive.com

While I’m doing it, I’m testing other ways for your file. I will post soon, if there is anything useful in my doing wink

Talk to you soon

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Posted: 02 August 2017 10:45 AM   [ Ignore ]   [ # 9 ]  
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Please have a look here, Arnaud:

Scene file

https://www.amazon.com/clouddrive/share/EPCZjhQRL39wtrRCCOyxmwv3HhcQ0kfBr7vJnlewUhj

Especially in the Inheritance Falloff>Spline Interface.

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Posted: 07 August 2017 03:51 AM   [ Ignore ]   [ # 10 ]  
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Thank you Mister Sassi,

I will go into this file, currently i have 5 animations to deliver the 15th August so i have to go forth and back from one film to another,
so i will be back /

Have a good one,

cheers,

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Posted: 07 August 2017 09:03 AM   [ Ignore ]   [ # 11 ]  
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Thanks, Arnaud, for letting me know.

My best wishes for your project.

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Dr. Sassi V. Sassmannshausen Ph.D.

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