Krion Posted February 24, 2019 Share Posted February 24, 2019 (edited) Hey! I have created a oval shape and copied objects to it's points and rotated the copies. Now i would like all the copies to move along the shape. Is there some way to like animate the points along the polygon? Also, is there maybe be another way to achieve this effect that you would like better? Thanks in advance! AnimatePointsAlongPolygon.hip AnimatePointsAlongPolygon-with edited shape.hip (i would like, of course, the point distance to stay in tact. So that the objects at the more 'straight' part of the line, would 'travel' faster). Edited March 3, 2019 by DévinOdforce Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 24, 2019 Share Posted February 24, 2019 https://www.sidefx.com/forum/topic/49994/ 1 Quote Link to comment Share on other sites More sharing options...
MitchFields Posted February 27, 2019 Share Posted February 27, 2019 http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex19 Seems like you might be looking to use primuv or possibly minpos 1 Quote Link to comment Share on other sites More sharing options...
Krion Posted March 2, 2019 Author Share Posted March 2, 2019 (edited) Can you guys help me? I've done the method of the sideFX forum, but the points don't stay in the same distance to one another at the original position in the polyline. I hope you understand what i mean: i want the the objects in front of the camera to stay in the same aspect to one another. As worded previously: On 2/24/2019 at 10:02 PM, DévinOdforce said: (i would like, of course, the point distance to stay in tact. So that the objects at the more 'straight' part of the line, would 'travel' faster and the objects in front of the camera slower). DoesNotKeepDistance.hipnc Would this be hard? Is it possible to achieve this without the Resample node? Thanks again.. Edited March 2, 2019 by DévinOdforce Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted March 2, 2019 Share Posted March 2, 2019 Hi Devin, here is another way to make a chain move. chain_move.hiplc 1 Quote Link to comment Share on other sites More sharing options...
Krion Posted March 2, 2019 Author Share Posted March 2, 2019 (edited) NewMethod.hipnc Edited March 2, 2019 by DévinOdforce Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted March 2, 2019 Share Posted March 2, 2019 It´s either irregular or it has to be rearranged. Just keep the resample node in there. Quote Link to comment Share on other sites More sharing options...
Krion Posted March 2, 2019 Author Share Posted March 2, 2019 (edited) But i have made the distance of the points that way by design and intention and want to keep that. A resample node destoys the distance and point placement, and only keeps te shape. Is there no way to animate points, while maintaining the design and point placements in the best and most conservative manner? Edited March 2, 2019 by DévinOdforce Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted March 2, 2019 Share Posted March 2, 2019 (edited) Ok, then just get their initial position on the curve using xyzdist() and assign the updated position with primuv() like before. chain_move_2.hiplc Edited March 2, 2019 by konstantin magnus 1 Quote Link to comment Share on other sites More sharing options...
Krion Posted March 2, 2019 Author Share Posted March 2, 2019 (edited) That is a nice effect. Thanks. It's not what i meant tho: I don't want the point distance to travel along the line as one whole, but i want the points to travel along the design of the point placements as in the original design.. and the speed with which the points travels is dependent on the distance between each point on the original polyline. The greater the distance from one point to another, the faster that point moves. That's what i meant with these blue arrows in my GIF. In these corners some points move slower than the rest. Which i also want, but with the point placement of my own original polyline. Edited March 3, 2019 by DévinOdforce Quote Link to comment Share on other sites More sharing options...
anim Posted March 3, 2019 Share Posted March 3, 2019 (edited) here is one solution, the resample node is there only to smooth out the curve, but keeps the segment proportions intact AnimatePointsAlongPolygon_with_edited_shape_fix.hip Edited March 3, 2019 by anim 2 Quote Link to comment Share on other sites More sharing options...
Krion Posted March 3, 2019 Author Share Posted March 3, 2019 Wow thank you man! That's nice. I'm learning VEX so i hope i could one day understand what you did. Gonna investigate it! Quote Link to comment Share on other sites More sharing options...
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