Hello !
I’m animated cloner full of squares morphing from one object to the other, but I want the cubes to always stay in the same rotation value [0,0,0]
for the morph i’m currently using a inheritance effector, I have also change a lot of setting like fallow rotation to 100 and rotational mass to 10000% but I keep having some cubes flipping from time to time, I pretty sure expresso can figure this out but need help on this one , if you know any way please help .. cheers
Perhaps you create a scene without the morph, but with dynamics. Then you use that data in a scene with the morphing objects as you need, but the dynamic data for teh movement of the objects, excluding the rotation Just an idea, if you can share the scene file, I will have a look into it.
Gregg, the file limit was normally 4MB for a zip file, but since a while there is a “glitch” for that. Anyway, would you mind to share a small version of the problem. Typically this has two advantages. First, most problems become clearer while reducing the scene (I guess that is not the case here) and—Secondly, large files might seem fast to recognize for you, as you worked on it since a while, but going trough a large file causes a lot of time, to learn about the scene in the first place. :o) Thanks for understanding.
yeah no prob ! I understand so there is the file much smaller , do you have a link or sample of the technique you where talking before ?
There is the file
Cheers !
Argg! can upload any files ?!
“Error Message: We are unable to accept file attachments at this time” !!!!
Edit: I just opened your file, you posted it while I answered it, I have to check it. I misunderstood the “morph”, scenefiles are just great for a good communication//edit
Thanks for understanding. Yes, I have already set up a scene file for you. Have a look:
The cubes are there for the dynamic. If the morphed object changes the boundaries too much, you might change the cube size, which needs to be explored of course (I have no idea what you have set up so far)
I cached the solution (to avoid priority problems, etc.), and went from there via Inheritance Effector. With this Effector you have the option to stop the information for, e.g., the rotation. As a result you get the objects stay in the way you have set up the rotation initially.
I reduced the cube amount to 120, to keep the file small. Check if it works with the amount you need.
(Perhaps explore the Angular Dampening as well ;o)
I have added the objects with the pale-blue layer-color. You find as well a Delay Effector in it, set to blend, to get the nervousness out of the file. Is that the correct way to do. Nope, but your cubes intersected already, so there might be a lot of work ahead of you to get the amount and appearance in balance. Avoiding the work and get “peace” into the scene, I used the Delay Effector as remedy.
You might wonder why I used so long “cubes”—just to show in a clear way that the rotation is gone ;o) Set the cubes back to “normal” of course.
Thanks again Sassy !
I will take a look a some xpresso to see if is there a way to overwrite the dynamics ! I have to set up this project with 30K cubes so far the set up you have came with is pretty similar to one I have using voxogen plug in result are the same but much faster !. Do you know a way expresso may have a priority on dynamics ?
I also post another post on object inside transparent object !
You might set up the scene with Thinking Particles, just a thought, when it moves in those numbers, particles might be faster as base.
My examples: Once the initial scene is cached it should be fast. The way I have set it up is more like a “filter to a database”.
Isn’t the voxel effect more like “Tetris” game, with each cube on a fixed position? But well, you might have perhaps some directives received for this.
BTW: Please, my name is not “sassy”, never was and never will be, thank you—I guess it is a typo, but I like to mention it, as some people might pick it accidentally up.
I’m so sorry about misspelling your name SASSI !, yes the voxogen is like a cube in place but it work fine for what i have to do, i’m not very comfortable with the TP way, voxegen work well in a way that i’m using a multishader with 200 different texture, so far my first approche works well so I might continue with this avenue, thanks a lot for your help again Sassi ! like you say .. all the best
Cheers !
Have you considered to just morph among several states of the animation. Perhaps you create a dozen (+/-) key positions and go from there. This could be done not only in one way.
Hey Sassi
Thank for coming up with a different approch, the best simulation I can get so far is using dynamics, with a keep rotation @ 100 value and also have the rotational at a very high value as well, when I disable the Self-colision everything things work not bad , hope the correct the “fake sim” with some motion blur and a bit of post !
cheers !
Gregg
Yes “Motion Blur”, camera move and editing are certainly part of the magic.
Since I did a larger scientific research in the ‘90s about animation, I notice even more that CG artists have a tendency to get all in one shot, instead of using the power of editing/montage.
I tried to share a little bit of that in the “Cinematography Series” here. I think as before that the strongest time saver is editing. ;o)