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Orbaz Technologies Forum Index » Scripting Particle Flow » Creating Splines from Particle Path Goto page 1, 2, 3, 4  Next
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Creating Splines from Particle Path
PostPosted: Fri Jul 15, 2005 4:06 pm Reply with quote
charleyc
Joined: 02 Nov 2004
Posts: 382




While this is not exactly a Script Operator script, it does work on PFlow.
Here is the script
www.charleycarlat.com/MaxScripts/pfSpliner.ms

Unfortunately it does not support animation, it only generates static Splines based on the Flow within a given time frame. Right now there is no interface for the script, although I will add one eventually. I haven't tried it on flows with particles that die mid flow...not sure what it would do. It does support spawning, however there is a really good chance that the incements you specify within the script for the Spline Knots will not be the same as the increment where the actual spawn occurs...thus the spawned spline wont connect completey with the Spline it spawned from. I wrote this script for R5 when Particle Flow extension just came out and have only recently started using it again. I am sure there are areas that could be better scripted..but here it is..as is.

One more word of caution. Max does not like 1000's of seperate objects in the scene, so you can easily crash max if you are not careful.

Here is an example I did with it.
www.charleycarlat.com/MaxScripts/PF_Splines.jpg
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PostPosted: Sat Jul 16, 2005 2:05 am Reply with quote
charleyc
Joined: 02 Nov 2004
Posts: 382




Here are a few more examples using Lock/Bond
www.charleycarlat.com/MaxScripts/PF_Spline-Teapot-1_.jpg
www.charleycarlat.com/MaxScripts/PF_Spline-Teapot-2_.jpg
www.charleycarlat.com/MaxScripts/PF_Spline-Teapot-4_.jpg
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PostPosted: Sat Jul 16, 2005 8:41 am Reply with quote
Oleg
Site Admin
Joined: 26 Sep 2004
Posts: 5684
Location: The Hundredth Town, USA




Wow, I just love the images with the Lock/Bond. The teapot looks so "organic" Very Happy

Thanks for sharing the script.

Oleg B.

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PostPosted: Sat Jul 16, 2005 4:55 pm Reply with quote
Chris Thomas
Joined: 05 Oct 2004
Posts: 206
Location: UK, London




Yeah, thats really cool Charlie, thanks for sharing Wink

CT
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PostPosted: Sun Jul 17, 2005 10:01 pm Reply with quote
avolution
Joined: 27 Oct 2004
Posts: 367




charleyc wrote:
Here are a few more examples using Lock/Bond
www.charleycarlat.com/MaxScripts/PF_Spline-Teapot-1_.jpg
www.charleycarlat.com/MaxScripts/PF_Spline-Teapot-2_.jpg
www.charleycarlat.com/MaxScripts/PF_Spline-Teapot-4_.jpg


Cool stuff all around!
Looks like you could use this as an addition /enhancement to
ink/paint style drawings!
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PostPosted: Wed Jul 20, 2005 8:01 am Reply with quote
oatz
Joined: 22 Nov 2004
Posts: 275




Awe
some

Khye
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PostPosted: Wed Jul 20, 2005 9:53 am Reply with quote
gneale
Joined: 03 Mar 2005
Posts: 9
Location: tucson




Cool stuff Charley! Looks like something Meats would do if he were to do a teapot study. Nice.

Geoff
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PostPosted: Wed Jul 20, 2005 11:30 am Reply with quote
charleyc
Joined: 02 Nov 2004
Posts: 382




gneale wrote:
Cool stuff Charley! Looks like something Meats would do if he were to do a teapot study. Nice.

Geoff


Yeah, Meats work was the first thing that came to my mind when I did these. I did a version with a sea monster mesh I have...really looked like something he would do (or perhaps did long ago while perfecting his style Razz ). His work is very cool.
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PostPosted: Mon Jul 25, 2005 10:07 am Reply with quote
i4
Joined: 11 Apr 2005
Posts: 9
Location: new york




Working on an animated version

http://www.ii-o.com/bodyfur.wmv
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PostPosted: Thu Dec 22, 2005 10:54 am Reply with quote
grury
Joined: 22 Dec 2005
Posts: 42




WOW, this looks absolutly gourgeous!
i've tried to run the script but without any luck so far, just gives me a whole bunch of errors.
Am using Max 8.
Is there any other similar or newer version of this script??

Cheers

Gru
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PostPosted: Thu Dec 22, 2005 12:55 pm Reply with quote
charleyc
Joined: 02 Nov 2004
Posts: 382




Here is a slightly updated version..notihng much, the original version should work just fine for you.
There may be things in the flow that could cause errors, but I haven't tested too much. It will support spawning, it may not like it if particles birth and die throughout the whole thing...I don't know.

Basically though, setup a flow, select the PFlow Source Icon and run the script. There are some variables within the script that adjust what frame range is used (I think it is defaulting at 0-40 frames with every 2 or 5 frame intervals. Also, max does not like many thousands of individual objects, so if you go too crazy with the particle count, you can crash max.

Here is the slightly updated version...I think I just renamed a couple variables to help it better make sense.
www.charleycarlat.com/MaxScripts/pfSpliner.zip
and another useful script when playing with this is
www.charleycarlat.com/MaxScripts/Shape_Attacher.zip
This attaches all selected shapes into one.
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PostPosted: Fri Jan 27, 2006 3:34 pm Reply with quote
charleyc
Joined: 02 Nov 2004
Posts: 382




I have updated this script with an interface if anyone is interested.
www.charleycarlat.com/MaxScripts/pfSpliner-v2.zip
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PostPosted: Fri Jan 27, 2006 4:25 pm Reply with quote
avolution
Joined: 27 Oct 2004
Posts: 367




When I run this on the defalut flow at 100%, 100% all I get is 200
editable_splines with zero vertexes total for all 200 particles...
This is running on Max 6...


charleyc wrote:
I have updated this script with an interface if anyone is interested.
www.charleycarlat.com/MaxScripts/pfSpliner-v2.zip
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PostPosted: Fri Jan 27, 2006 6:17 pm Reply with quote
charleyc
Joined: 02 Nov 2004
Posts: 382




It has to do with the birthing of the particles over the duration of the 'splining'. If you set all the particles to birthat the same time it works. Oddly enough, it works fine with Spawned particles.

I did write this script when PFlow was an extension for R5 way back when. I have gotten better at scripting since then. I had a pretty specific need for it and I haven't really gone back and tried to make it work better. I think it would work better if I had it generate the Splines as the particles were born rather than checking the final count of the particles, creating that amount of spline shapes and then adding Knots throughout the duration. Unfortunatly, it works for what I need it, so this is not a priority.
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PostPosted: Sat Jan 28, 2006 9:10 pm Reply with quote
avolution
Joined: 27 Oct 2004
Posts: 367




That's fine, I didn't know it all had to be birthed on frame zero.
My bad. I will go back and try it with all particles birthed a frame
zero.
Embarassed


charleyc wrote:
It has to do with the birthing of the particles over the duration of the 'splining'. If you set all the particles to birthat the same time it works. Oddly enough, it works fine with Spawned particles.

I did write this script when PFlow was an extension for R5 way back when. I have gotten better at scripting since then. I had a pretty specific need for it and I haven't really gone back and tried to make it work better. I think it would work better if I had it generate the Splines as the particles were born rather than checking the final count of the particles, creating that amount of spline shapes and then adding Knots throughout the duration. Unfortunatly, it works for what I need it, so this is not a priority.
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Creating Splines from Particle Path
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