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.
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.
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!
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?
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 .
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?
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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.
So I guess, I am on the right path, but have something logical again.
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
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.
And like I said, I already had the normals of the NULL, but dont get it anymore...