Welcome to odforum
Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.
sessionbeer
Members
Content count
56 
Joined

Last visited
Community Reputation
9 NeutralAbout sessionbeer

Rank
Peon
Personal Information

Name
small
Recent Profile Visitors
1,190 profile views

Thanks for the link and tutorial You go through how to build my current set with vex which is great, I still need to recreate that red outlined shape though, and ideas with that and your vex route? Thanks for the ideas @MENOZ that's sort of the way I've been approaching this problem so far, but haven't been successful in finding a viable solution yet.

Hey, I would ideally like to have this all happen in Vex rather than the set I have made here. This would allow it to be more scalable, but perhaps I can save that for my next problem. Right now I am wondering how I go about recreating the curve I have outlined in pink on the image? Any ideas would be a big help as I'm really stuck. Thanks Metaball Arc_Circles_A_01.hip

sessionbeer started following Recreate arc curve from two circles

Great work Juraj! Some really clever and time saving stuff in there! Would you mind sharing your 'Save Increment' tool

Thanks again @sasho78!

@sasho78 I may have spoke to soon Any ideas would be a big help! box_curve_v2.hip

@sasho78 Perfect, thanks! The Angle fix in Sweep was the trick

sessionbeer started following Right angle box sweep

Hi, Can anyone see where I may be going wrong with this set up? I'm trying to get a constant box profile sweep along a simple curve made up of right angles. This set up with the polyframe is all messed up? box_curve.hip

@houdiniJD Thank you, this is exactly what I was after! The other approaches were very useful to too, thanks for the tips guys!

Hey, I was hoping someone could help me out with a CHOPS set up I'm stuck on. I'm looking for a channel to continuesly increase over time at a set rate, but with added intervales? That may no make sense so I have set up a scene to decirbe it. The image below show the white line which is what I'm after. Its a mix of the red (contast increasing value) with the sine wave pink line, but only the positve values, which then get added to the red line. Sorry if that's confussing, CHOPS is confussing! Any help would be really apprciated! Chops_Increase_01.hip

sessionbeer started following Chops increasing value

Thanks @Zybrand That worked out great!

Thanks for taking a look @dchow1992 With that code the boxes won't stack one on top of another, they simply move up the size of their scale.y I'm looking to get boxes of different scales to sit one on top of another.

sessionbeer started following Stacking, python to vex

Hello, Is anyone able to point out where I am going wrong here? Ideally I would like the boxes of different scales to stack up one on top of another. In another package, using python on a series of boxes I get the desired stacking effect. When I try to convert the python to vex it's not working as I'd hoped. I suspect it's a really small oversight on my behalf but it would be really helpful for me to understand where I'm doing wrong. My Python code # Example Python code def main(): list = op.GetObjects() new = Vector(0) for object in list: pos = object.GetPos() scale = object.GetScale() new.y = new.y + scale.y + pos.y #Set new position to new object.SetPos(new) #Update new new.y = new.y + scale.y  pos.y My Vex code run in Detail mode vector new = 0; for (int i = 0; i < (@numpt); i++){ vector pos = point(0, "P", i); vector scale = point(0, "scale", i); new.y = new.y + scale.y + pos.y; setpointattrib(0, "P", i, new); new.y = new.y + scale.y  pos.y; } Thank you stacking_up.hip

@galagast thanks for the quick reply! I just tried that line of code and although it visually looks correct, it seems to only work in that one situation for example if you placed a box or grid as the input geo, like in the gif above, it breaks the formula. It feels so close though!

Thanks @galagast and @mestela, Unfortunately I don't think either of those routes are right for this deformation, and after some more research I think I may have titled this post wrong. I'm not sure what the formula is called but I think this is getting pretty close to it: float len = length(@P); float a = (fit(len, 0, 2, 0, $PI*0.5)); float r = chf("radius"); f@x = r * cos(a); f@y = r * sin(a); @P.x *= @y; @P.y *= @y; @P.z = @x*2; I'm basically wrapping a disc shape around a sphere but using the centre point as the front of the sphere, and the sides of the disc as the back of the sphere. This looks like its close but I cant get the points to push out into a proper spherical shape? Can any one spot my silly mistake here and why I can't get the points out into the sphere shape? Any help would be amazing as I'm so confused why its not working? Thank you sphere_wrapping_disc.hip

sessionbeer started following Spherical Coordinates

Hello, I'm trying to replicate the same deformation as seen in the gif below. After some research I believe it's got something to do with Spherical Coordinates? I implemented the formula from this site which is: radius = sqrt(x^2 + y^2 + z^2) polar = arccos(z/radius) azimuthal = atan2(y, x) x = radius * sin(polar) * cos(azimuthal) y = radius * sin(polar) * sin(azimuthal) z = radius * cos(polar) But this results in some pinching of the cube at both poles, so maybe this isn't right, or I haven't done it correctly? Has any one got any experience with something like this? Any help would be really appreciated. Thank you sphere_deform.hip