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Hey guys, can someone please give me an idea on how create this effect? It's the one on 0:52 and 1:14 with a lot of people "flowing" around

Thx

3U2HCMy.gif

ad9fKwN.gif

 

 

Edited by ParticleSkull

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Oooo super cool effect - Id go about it this way; 

- Base fluid or particle simulation (for the flow get the movement wanted)

- Copy lowres model geo onto points (orientation etc.) 

- Then run either a fem/cloth sim from that to get the nice deformation??

Simple but no doubt issues like intersections may be quite troublesome from the copying but atleast a basic start! Look forward to seeing what you come up with man 

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I think I would try using flocking particles that leave a trail. Connect the trail as a line then deform the person/mesh along the line. Kind of like the pile of worms file.

Edited by Atom
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Hey, thx for the ideas!

Atom, excellent idea, simple and streightforward.
I couldnt make it deform with the pile of worm deformer (what a complex deformer btw) but I found another incredible one by Felix Joleanes that works fine

I still couldn't make a lot of copies of it but, from the deformers video description, I can see it's possible. My file is attached if  you guys want to give a try

Avdyduu.gif

@chrisdunham95, thx for the idea, it looks like it could work but also would be pretty hard to control the fem/cloth sim. Atoms idea looks much simplier ;)

Cardume_Odforce_v3.02.hiplc

Edited by ParticleSkull
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I was playing around with your file this morning. Here is my change up. I added in a mocapbiped to animate the source geo. I was having some problem with getting the Felix path deform node to work so I dropped in another path deformer option. I also added in a collision object for the particles. This seems like an easy way to add avoidance. Like ghosts moving around objects in a room.

deform_along_path.gif

ap_ps_Cardume_Odforce_v3.03.hiplc

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Here is another slight variation. Instead of generating a fixed length line segment that moves through time, generate the full path over the entire time range. Then add a primitive attribute @path_pos to each line primitive. Drive the offset along path value, of the path deformer, with this attribute. Then you can have some geometry leading others as they each flow along their own path.

float frame_end = 200.0;
// deform_path node expects input in the range of 0-1.
f@path_pos = fit01(@Frame,0,frame_end);

// Now offset each path based upon it's index.
float delta = 0.05;				// per-line delay time can be set here.
f@path_pos -= (delta * @prim);

 

ap_ps_Cardume_Odforce_v3.04.hiplc

deform_along_path.gif

deform_along_path.gif

Edited by Atom
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Hey @Atom, I ended up using the offset by attribute, thx again ;)

I have one doubt about the expression you're using on the path deform node.
You wrote:

prim(opinputpath(".",1), @prim, "path_pos",0)

what does the opinputpath(".",1) means?

In my mind I should point it to the wrangle with the "path_pos" attribute but, of course, it doesn't work.

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What opintput(".",1) means is to fetch the name of the node from input 1, which means connection #2 on the subnet or wrangle. So the expression is obtaining the name of the foreach_begin1, running in primitive mode. Because the loop is running in primitive mode, it has access to the primitve attributes supplied to it's input, @path_pos.

I pasted the code into a wrangle and it fails. I guess there is a syntax difference between hExpression and VEX..?

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Cool!
Do you know what does the "." means?

Does "." points to the connected node? from the (second) input...

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