Polygon "Rotate Polygons-Compound", adjust rotation Topic is solved

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sant0s
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Polygon "Rotate Polygons-Compound", adjust rotation

Post by sant0s » 24 Nov 2017, 13:03

Hey together :)

Attached is a model of a timezone in russia, that I need to "roll".
Goal is some kinda Domino effect.

When I use these ICETree on a planar sphere, the polygons look all into one direction and are not bended.
When I operate it on a sphere (the geometry is a sphere and than cut by Texture_map), the polygons will bend a bit in the x-axis.

Is there a way, to make them looking more like domino peaces, without the havy bend?

I dont use a normal particle system, since the domino effect has to grow out of the planet earth and the effect of "local rotation" compound is doing more or less what I need.

Thanks alot,
sant0s
timezone_01_spherical.zip
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rray
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by rray » 24 Nov 2017, 18:08

can't check atm but maybe this might help?
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softimage resources section (formerly known as rray.de/xsi) updated May 30 2018

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FXDude
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by FXDude » 24 Nov 2017, 18:12

Should be fairly straight forward,
but I think you could super easily do it with POLY


with 10 times the features (and performance) you'd need but that's fine :P

(called "Poly" in RRays resources section)


EDIT: removed clip because RRay posted it just before me :)
Last edited by FXDude on 24 Nov 2017, 18:14, edited 1 time in total.

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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by FXDude » 24 Nov 2017, 18:13

lol! posted at the same time :)

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sant0s
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by sant0s » 24 Nov 2017, 19:36

thats perfect, thank you guys! :)

I also tried it with a particle system and used emTools "Local Rotation".
Thats very fast and gives me actually the effect I need. But without a texture.
I attached the scene.

I also found this little helper: https://groups.google.com/forum/#!topic ... _cmEx0PKws
Good to understand.

russendisse_ICEDomino_03.zip
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FXDude
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by FXDude » 25 Nov 2017, 02:58

Hi,

ICE Instances is good, but not necessarily optimal, specially with multiple thousands of times

I tried to apply thickness on "POLY" driven topo anim, but was also not exactly fast,
so I disconnected things like beveling (and other things Im not sure)

and it's now EXTRA-FAST, like POLY, but with thickness. :)


I applied a spherical projection, and muted the projection for it to remain fixed without freezing it.
(under the "TextureOP" a few levels under the texture proj. cluster)

Here's the scene, and you'd need the "POLY" addon of course.
Cheers & Let us knwo how it goes!



POLY_Sphere_Rot_Local_v02.scn

(note that I did it in 2 seconds, so nothing is clean)

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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by sant0s » 25 Nov 2017, 14:14

Hey FXDude,
thats absolut what I need, its so nice fast.
Just two questions - I addad a scene where I controll the angle of the polys by a NULL.

I tried, to get the local vector of the NULL to drive the orientation of the polys.
In the scene I tried it, but something seems not to be correct.

And another thing is, can I move the pivot of the seperated polys?
Now its rotating around itself - is it possible to archive the domino effect with POLY?

Thx so far, cool Addon and so fast! :)

lg,
sant0s
POLY_Sphere_Rot_Local_v03.zip
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rray
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by rray » 26 Nov 2017, 00:56

>> lol! posted at the same time :)

haha great :ympeace:

Some of these free plugins are really big toolsets, lots to discover..

Would be curious to see the final result, if you can post it
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by sant0s » 26 Nov 2017, 14:07

I will @RRay, also post the scenes of the setup.

But I have two more questions (writing this now the third time becouse somehow I always have to login again and alle written stuff is gone :D :).

I attached an image what I try to get. At the moment the instance shape rotates on its pivot (bottom points) and the next will again start on the surface of the emitter.
Now I would like to have the point position of the next particle, on the upper part of the older instance.
I thought about moving the pivot in one of the axes about the length of these particle.
But I also read somewhere, that it is not possible to move the pivots position.
Is there a trick to get that?
.
rotate_particles.jpg
.

The second question is again about the Null orientation.
Yesterday late night I had a setup, where I copied the parts (also attached as an image) of the "Null controller Force" and plugged it somehow into my setup.
That gave me the vector from the Null's Position, away in all direction around the null. But I couldn figure out, where to plug it.
First intuition was, to multiply the vector - without success.
And now I cannot find that scene anymore and try to get that vectors of the NULL again... not working anymore. ~x(

So I guess, I am on the right path, but have something logical again. :D

Thx so far!
sant0s :)
.
null_to_vector.jpg

edit: attached test scene I am working on.
domino_fall_away_from_NULL_not_working.v1a.scn
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by rray » 26 Nov 2017, 15:36

(writing this now the third time becouse somehow I always have to login again and alle written stuff is gone :D :).
Do you use a browser addon like uMatrix that switches user agents every few minutes? (That's what happened to me )
"as a maya discussion grows longer, the probability of a suggestion involving deleting the preferences approaches one"

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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by sant0s » 26 Nov 2017, 15:39

rray wrote:
26 Nov 2017, 15:36

Do you use a browser addon like uMatrix that switches user agents every few minutes? (That's what happened to me )
Thx, its exactly that! :)

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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by rray » 26 Nov 2017, 15:40

Ah cool :) When I have some time I'll see if I can remove the user agent check for the session so it can be left it on
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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by FXDude » 26 Nov 2017, 17:11

Hi, given I'm a bit short on time, would you like to manually animate a few cubes and a (fake) volume null, or grid representing null volume edge passing over dominos,
to illustrate what you'd like to happen to the dominos when entering the null volume?

would greatly help visualize because I'm not sure what you're after, therefore what I'm after whan opening your scene :P

Cheers!

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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by sant0s » 26 Nov 2017, 18:03

Hi :)

right now, I emit cubes per "add point" equal on every point of the sphere.
These cubes are align by the emitter spheres tangente I guess, with the compound "Align Particles to Surface".

Than I add the emTools Local Rotation, to rotate the cubes on its pivot positon to 90 degres.

The null than gives a smooth 0-1 value with the "Modulate by Null" Compound.
That value than controlls per rescale (0 = 0, 1 = 90) the angel of emTools Local Rotation.

But since I use the "Align Particles to surface", the cubes will fall only in the direction of the surface tangent.

Actually I need something similar than Pauls Tutorial, where he alines particles to curves.
But instead of driving the orientation of the particles by curves (or in my case at the momentn with the spheres tangente), I would like to use the *EDIT* NULLs normals to let the particles fall.
The particles than would fall in a circular motion, not only into one direction.

And the pivot thing is, that at the moment the particles fall like domino stones.
But I want more the effect of a stiff grid thats rolling. Like a carpet thats rolled and than opens (there is that compound, but wrong direction).

Like the street here in this video - but that effect on a sphere away from the nulls position. :D


And like I said, I already had the normals of the NULL, but dont get it anymore...

Thx alot,
sant0s

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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by FXDude » 26 Nov 2017, 18:50

Ok, perfect ref! I think I was skewed by the 'dominos' reference, more like unfolding.

I'll try something maybe today if other things allow (otherwise an evening this week).

Cheers!

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Re: Polygon "Rotate Polygons-Compound", adjust rotation

Post by sant0s » 26 Nov 2017, 19:04

yea, unfolding is the right word. :D
Cool, Ill try also if I find out what I did yesterday, I think "normals" of the Null are what I am looking for.

Cheers. :)