PhasmaCeritus Posted December 31, 2009 Share Posted December 31, 2009 (edited) hey, I am trying to achieve an effect of bending feathers like in this video [0:20] Maybe a little more pronounced than that. How can I get that drag or rubber like delay on the grid (plane geometry) in the SOP level without going into DOPs? Maybe spring or lattice or both combined? Thanks for suggestions Edited December 31, 2009 by PhasmaCeritus Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted January 1, 2010 Share Posted January 1, 2010 (edited) Depending on who you ask there's probably a thousands ways to do it, but I'd start with a Point SOP that shifts the position of the points between two times based on how far out the point is from the axis of rotation. Close to the axis of rotation the points would be using current frame time and farthest from the axis the points could use the position of the previous frame. Use an Attribute Transfer SOP to know how far each point is from the axis (change point color would be easiest), a Time Shift SOP to use as offset input for the Point SOP, and then the point SOP to blend between the two positions based on the distance from axis. This probably won't get you 100% there but it will be a good start. Adding some noise with a VOP SOP based on distance form axis might help too. Cheers! Edited January 1, 2010 by lukeiamyourfather Quote Link to comment Share on other sites More sharing options...
PhasmaCeritus Posted January 1, 2010 Author Share Posted January 1, 2010 Depending on who you ask there's probably a thousands ways to do it, but I'd start with a Point SOP that shifts the position of the points between two times based on how far out the point is from the axis of rotation. Close to the axis of rotation the points would be using current frame time and farthest from the axis the points could use the position of the previous frame. Use an Attribute Transfer SOP to know how far each point is from the axis (change point color would be easiest), a Time Shift SOP to use as offset input for the Point SOP, and then the point SOP to blend between the two positions based on the distance from axis. This probably won't get you 100% there but it will be a good start. Adding some noise with a VOP SOP based on distance form axis might help too. Cheers! thanks, it's really close to what I have done while waiting for an answer. I have used the distance from my pivot point to geometry points (rotation of the object is not constrained on one axes like it is in the example) to blend original position with point velocities... However the blending script is massive, so I was wondering if there is a simpler way. How would you do that? Thanks. oh and Happy New Year!!! Quote Link to comment Share on other sites More sharing options...
mawi Posted January 1, 2010 Share Posted January 1, 2010 thanks, it's really close to what I have done while waiting for an answer. I have used the distance from my pivot point to geometry points (rotation of the object is not constrained on one axes like it is in the example) to blend original position with point velocities... However the blending script is massive, so I was wondering if there is a simpler way. How would you do that? Thanks. oh and Happy New Year!!! Bring points into CHOPs and use a lag or spring chop. Quote Link to comment Share on other sites More sharing options...
PhasmaCeritus Posted January 3, 2010 Author Share Posted January 3, 2010 Bring points into CHOPs and use a lag or spring chop. thanks a lot, that worked Quote Link to comment Share on other sites More sharing options...
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