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DévinOdforce

[SOLVED] Animate points of polyline and keep distance?

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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).

5c7306f1c46db_Screenshot2019-02-24at22_03_58.thumb.png.20e05bd0676c638ee143a44d5dca1409.png

 

Edited by DévinOdforce

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Posted (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 by DévinOdforce

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Posted (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 by DévinOdforce

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Posted (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 by konstantin magnus

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Posted (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.

5c7b159e73594_Screenshot2019-03-03at00_44_57.png.e556ecfaeef69135c7c6406b647a5269.png

Edited by DévinOdforce

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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!

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