pasto Posted June 6, 2016 Share Posted June 6, 2016 Hello, Is there a way to merge several curves into one, I mean consider several segments as one, without physically connecting them (like the join sop is doing). I am quite stuck on this. Many thanx Quote Link to comment Share on other sites More sharing options...
6ril Posted June 6, 2016 Share Posted June 6, 2016 I'm not sure I understand what you're looking for? You want them as one, without connecting them ? Quote Link to comment Share on other sites More sharing options...
pasto Posted June 6, 2016 Author Share Posted June 6, 2016 Yes, I just need to use a carve SOP on all them at once, not segment by segment. Thanx a lot. Quote Link to comment Share on other sites More sharing options...
f1480187 Posted June 6, 2016 Share Posted June 6, 2016 If you want to retain form, try dense resampling. join_curves.hipnc Quote Link to comment Share on other sites More sharing options...
pasto Posted June 6, 2016 Author Share Posted June 6, 2016 Thx, I just don't need them to connect, just being considered as one multi segment curve with coherent point number. Let's say you just merge two curves together (each one with 10 points) , the result is 2 primitives with one general point numbering from 0 to 19, which is nice, but the carve SOP is dealing with the 2 primitives and cutting them as two separated objects. I would like the carve to act like it was dealing with one curve with gaps, jumping from one segment to another. Sorry if I am not clear, thanx a lot for your answers. Quote Link to comment Share on other sites More sharing options...
animatrix Posted June 6, 2016 Share Posted June 6, 2016 This is not very easy to do. What you are looking for is Eulerian Path: https://en.wikipedia.org/wiki/Eulerian_path You can write this kind of tool in VEX. Quote Link to comment Share on other sites More sharing options...
f1480187 Posted June 6, 2016 Share Posted June 6, 2016 There must be more clean way, but you could try this. carve_disjoint_curves.hipnc Quote Link to comment Share on other sites More sharing options...
pasto Posted June 6, 2016 Author Share Posted June 6, 2016 Wow, thx for the wiki paper, very interesting. Thanx a lot f1480187, very clever, couldn't think it would so complex, I will study it carefully. In cinema 4d there is a generator called Mospline that gets this option is someone in interessed. Quote Link to comment Share on other sites More sharing options...
pasto Posted June 7, 2016 Author Share Posted June 7, 2016 (edited) Hi, This is what I ended up with, I know this is way cleverless than your vex solution but it works somehow. Thanx. Mosplinelike.hiplc Edited June 7, 2016 by pasto Quote Link to comment Share on other sites More sharing options...
Yader Posted June 7, 2016 Share Posted June 7, 2016 I couldn't take a look at the posted scenefiles, but you could try to group all existing points/edges, connect curve ends by proximity, use carve for animation and then delete the connecting edges. Quote Link to comment Share on other sites More sharing options...
ikoon Posted November 1, 2016 Share Posted November 1, 2016 I have tried different approach as an exercise. It is simple, but not ideal, because there is "hidden" intermediate segment between the lines. carve_disjoint_curves - v1 - edit.hipnc Quote Link to comment Share on other sites More sharing options...
Atom Posted November 1, 2016 Share Posted November 1, 2016 (edited) I don't think you need to do any of that, just control your keyframes. When one carve stops, the next one starts. Kind of like After Effects sequential stroke. ap_multi-curve_carve.hipnc Edited November 1, 2016 by Atom 1 Quote Link to comment Share on other sites More sharing options...
galagast Posted November 2, 2016 Share Posted November 2, 2016 (edited) Here's another approach.. also using VEX. The idea is to divide 1 with the number of line primitives, and modulo those to get a repeatable range that I could use for carving each primitive. Concept sketch: Houdini Indie 15.5.607 Mosplinelike_v2.hiplc Edited November 2, 2016 by galagast 7 Quote Link to comment Share on other sites More sharing options...
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