Hey guys, I was trying to do "this thing" in ICE, and in order to do it I must get the closest points to a selected group of the points in a mesh. But when I try to do that I get as a result a array of locations per point as a result. Thats fine, I do one big array with all those arrays and deal with that. But that will leave me with much more information than I need, since the same point will appear in many of this arrays, and I don't need that. Is there a more elegant way to go about this and only get this points once in that array without resorting to slow nodes like Find in Array?
Sorry I don't know if that sounds confusing...
Getting neighbors
Getting neighbors
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
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- Posts: 94
- Joined: 09 Jun 2009, 23:47
Re: Getting neighbors
Hi Gustavo,
by "get the closest points to a selected group of the points" you mean the closest point to the averaged position of the group ?
If so you could use filter > get set average > get closest points
attached a result image + scene.
hope it helps.
by "get the closest points to a selected group of the points" you mean the closest point to the averaged position of the group ?
If so you could use filter > get set average > get closest points
attached a result image + scene.
hope it helps.
- Attachments
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- test_gustavo.rar
- scene - SI 2012 SP1
- (76.38 KiB) Downloaded 58 times
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- screenshot
- test.jpg (243.16 KiB) Viewed 822 times
Re: Getting neighbors
Hey Chamon, thanks for the tip!
I know my explanation was very convoluted, but that was not really what I was trying to get. I am trying to build a nice collision deformer that "kind of" preservers the volume around the area of the collision by pushing the vertices along they're normals. Anyways I got what I wanted by braking apart the SMOOTH compound and making it smooth-out a scalar value from the "collided" vertices outwards, removed the value from the collided vertices themselves, and applied a push.
Anyways, thanks again for being so supporting in this ICE forums!
I know my explanation was very convoluted, but that was not really what I was trying to get. I am trying to build a nice collision deformer that "kind of" preservers the volume around the area of the collision by pushing the vertices along they're normals. Anyways I got what I wanted by braking apart the SMOOTH compound and making it smooth-out a scalar value from the "collided" vertices outwards, removed the value from the collided vertices themselves, and applied a push.
Anyways, thanks again for being so supporting in this ICE forums!
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
-
- Posts: 94
- Joined: 09 Jun 2009, 23:47
Re: Getting neighbors
sure man. glad to see you found your way through the problem.
any chance we can see the a glimpse of the magic you are crafting ?
any chance we can see the a glimpse of the magic you are crafting ?
Re: Getting neighbors
I feel embarassed, it is nothing fancy, really. But here it goes.
I was inspired by some Maya TD reel I don't have the link to anymore. But still need to:
*Produce better topology on collision (if collider moves to fast things break easily)
*Be faster (if I spread values around by neighbors it is fast but ugly, if I spread them around by distance is better looking but slow)
*Work on deforming geometry (it would be nice if it could be used for characters self-collisions)
So this is pretty much just an embarassing test for now ;)
I was inspired by some Maya TD reel I don't have the link to anymore. But still need to:
*Produce better topology on collision (if collider moves to fast things break easily)
*Be faster (if I spread values around by neighbors it is fast but ugly, if I spread them around by distance is better looking but slow)
*Work on deforming geometry (it would be nice if it could be used for characters self-collisions)
So this is pretty much just an embarassing test for now ;)
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
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