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reform prefractured geo to animated object SOLVED
PostPosted: Tue Jul 19, 2011 5:42 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




i've got a quick test working with a prefractured geo. teapot explodes and then reassembles itself using findtarget script vector and Transform matrix with a go to rotation.

What i'd like to do is have the object reassemble itself to an animated teapot as opposed to just return to the original pos/rot of the prefractured teapot geo.

any help would be greatly appreciated.



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Last edited by R_cypher on Tue Jul 26, 2011 2:44 pm; edited 1 time in total
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PostPosted: Tue Jul 19, 2011 6:33 pm Reply with quote
nickolay411
Joined: 12 Jan 2009
Posts: 296
Location: LA




can you save ur file as 2010? ty
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PostPosted: Tue Jul 19, 2011 6:43 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




saved out for 2010. Thanks in advance!



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PostPosted: Wed Jul 20, 2011 4:13 pm Reply with quote
nickolay411
Joined: 12 Jan 2009
Posts: 296
Location: LA




Hi,

So I spend some time on this. I'm not a box 3 pro yet myself because my formula knowledge is weak. Smile But I managed to get it working. I am using a 2nd proxy particle system that is lock bonded to the animated mesh(maybe not the best way).

When the chunk system is ready it reads those particle positions and flies to them. The only thing is they are not 100 percent in matching position or rotation. Sad Trying to figure this out myself so I am going to keep working on this...

check it out the preview here.

nickolation.com/tests/4_R_cypher_test.avi

-N



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Thank you!
PostPosted: Wed Jul 20, 2011 10:11 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




Wow this looks pretty good so far. I'm sure itll be a great place for me to go from. I really appreciate the time you've spent on it. This forums seem pretty dead these days when it comes to help Razz

I'm gonna keep working on this too but let me know if you figure out how to get it precise.

On another note, will this work with a deforming object? (obviously there will be gaps between the pieces if the parent object is deforming)

Thanks again!
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PostPosted: Wed Jul 20, 2011 10:15 pm Reply with quote
nickolay411
Joined: 12 Jan 2009
Posts: 296
Location: LA




no problem! yes it should work on deforming pieces. I digged a little bit more and the rotation aspect is fine. Its the position which is a step behind for some reason...will dig more.

edit here are 2 screen grabs at different frames.

frame 0 particles are in the exact same position.

frame 212 not in the same position...




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PostPosted: Wed Jul 20, 2011 10:30 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




Hey if I turn off the main flow and just look at your proxy lock/bond flow with display set to geo it seems the position in the lockbond has the delay compared to the actual animated teapot geo too. Not sure if this is part of the problem.

Also, my box 3 knowledge is even less than yours! Iif you end up posting an updated file could you write a few notes in the data operators just so I can clue into how this works a little better?

What you've done already has been super helpful. I can muddle my way through if need be Wink
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PostPosted: Wed Jul 20, 2011 10:42 pm Reply with quote
nickolay411
Joined: 12 Jan 2009
Posts: 296
Location: LA




nah its not a delay its just a rotation offset. The actual point moves precisely with the animated geo.
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PostPosted: Wed Jul 20, 2011 10:52 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




In the proxy lock/bond data operator can you explain why you split the "closest point" node into a vector/int/int channels when the "point position" node takes a pair input and closest point node outputs a pair?

sorry if this is a silly question Wink
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PostPosted: Wed Jul 20, 2011 10:54 pm Reply with quote
nickolay411
Joined: 12 Jan 2009
Posts: 296
Location: LA




haha not silly. for some reason the data was not reading correctly so i tried splitting it and it worked. try without it and see what i mean...maybe it will work on your end.
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PostPosted: Sun Jul 24, 2011 9:09 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




been busy the last few days but I'm still tinkering with you file you sent me.

a few quick questions.

1) when the chunks hit the "find target" event then seem to fly towards the pivot of the teapot and then they pop to their original place on the teapot as opposed pieces flying directly to their original position smoothly which makes me think the script vector might not be working properly. If you crank the fps from 24 to 100 its really obvious.

2) did you find a solution for getting them to their original positions with a higher degree of precision so there isn't any pos/rot offset?
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PostPosted: Tue Jul 26, 2011 2:44 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




Solved the two issues I was having.

1) the pieces no longer have any pos/rot offset

2) the pieces use their original pos for the find target as opposed to the teapot pivot


Thanks again to Nickolay411 for all the help



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PostPosted: Tue Jul 26, 2011 2:48 pm Reply with quote
nickolay411
Joined: 12 Jan 2009
Posts: 296
Location: LA




hey man! glad you figured it out. Been busy bout to take a look at what you did though Smile

-N
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PostPosted: Tue Jul 26, 2011 2:55 pm Reply with quote
nickolay411
Joined: 12 Jan 2009
Posts: 296
Location: LA




hehe turn off display as box on your original teapot. the position still isnt perfect! aghhh



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PostPosted: Tue Jul 26, 2011 8:40 pm Reply with quote
R_cypher
Joined: 24 Nov 2010
Posts: 37




yeah I did notice that. BUT at least the pieces sit flush now. I don't know enough to figure out how to get rid of the delay. Perhaps one of the pros can weigh in?!?!
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reform prefractured geo to animated object SOLVED
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