Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About ckeddf

  • Rank

Personal Information

  • Name
    Christoph Kuehne
  • Location
  1. Zit Sim VR? This is a visualization of a chemical synapse. I'm looking into adapting it to show SARS-CoV2 cell entry, but it takes time to get on top of the research.
  2. Thank you very much for your input, much appreciated. I'm reworking my setup to incorporate this approach. My goal is to visualize vesicle fusion at the synaptic membrane, so Hawking is not too far off. This is an early test without transmembrane proteins:
  3. Thank you very much. That is an interesting technique. However, it is not quite what I'm looking for: I have two objects that need to be merged, instead of one object that changes shape. Clearly my convoluted explanation is to blame here, my apologies. I have changed the thread title to - hopefully - better reflect my problem.
  4. Maybe somebody has an idea for this - I’m constantly running into a wall: Basically, I need a sphere to merge smoothly with a grid. Overall the physics should be like underwater or zero gravity. But: I need consistent topology for both sphere and grid (yellow x in the sketch). First, I tried metaballs: This produces the overall effect, however I didn’t manage to get reproducible point ids after the convert meta node. In other words, the topology is changing on a frame by frame basis. Is there any way to work around that? Next, I tried vellum cloth and grains. Vellum cloth does not seem to be really suitable for this kind of effect. The first two phases work fine, but I can't get the objects to flow into each other. I tried welding the contact points and used blend shapes. Might FLIP be the way to go? I'd be extremely grateful for any pointers, I have hit too many dead ends. I hope somebody with more experience can suggest an approach on how to tackle this.
  5. I am stuck trying to achieve the following effect: I am using a pop attract to assemble a certain structure. The number of particles and target points match, so each particle has its own target. However, I need the assembly to happen step by step and in sequence. That means I need to check if the current particle has reached its target before the next particle starts to be attracted and so on. A general pointer in how to do this would really help. Could this be done within the dopnet or is it easier to do in the sop? I have a stop attribute to prevent wiggling after a particle has reached its target. However, using this attribute outside of the dopnet creates infinite recursions...