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Vellum input geometry update per frame


NoaX

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Hey everyone,

Today I have a rather simple question, I'll provide my current file as well as use screenshots to quickly get across what I mean by 'Vellum input geometry update per frame.'

 

Step 1:

A disc: I've animated Arc End, creating a disc that closes itself, I have also grouped the inner edges. 

disc.thumb.PNG.bafd8e4987c689540d79b7526413f52e.PNG

 

2. Result

A curtain if you will taking the shape of the disc.

disc_curtain.thumb.PNG.c803d3c623f29594ddbf1252d758dc0d.PNG

 

What I would like:

I require the disc to animate into the full circle and retain the vellum effect, essentially creating a circular curtain that closes itself. However Vellum only takes the input geometry from frame 1. I have played with rest blend, but did not get it work.

 

Here is my file:

 

vellum_circle.hiplcFetching info...

 

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  On 9/30/2020 at 10:46 PM, NoaX said:

What I would like:

I require the disc to animate into the full circle and retain the vellum effect, essentially creating a circular curtain that closes itself. However Vellum only takes the input geometry from frame

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Hi,

there is Match Animation check box on your vellumconstraints1 sop.

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  On 10/1/2020 at 5:14 AM, fencer said:

Rough idea to rebuild geo and constraints on fly.

vellum_on_fly.gif

vellum_on_fly.hipFetching info...

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Hey Fencer,

Thank you  for taking the time to review this. The solution you have working is quite cool, a bit tricky with multi solver setup - so currently trying to reverse engineer so I fully get it. The idea of using Point deform inside the sopsolver1 and 2 and then merging them.. Nice!

 

I have a follow up question:

Here in this file I've moved your vex curtain to the right, and I've added a simple disc using labs tool (I've also made gravity go up, and pinned the inner edges) -- but you'll notice it doesn't complete the full animation cycle it stops simulating around frame 20ish.

Of course, If I edit the frame on enable solver it will try to do something. Would be curious to see what your solution is, maybe one will come to mind after I've fully grasped your file =)!

vellum_on_fly.hiplcFetching info...

 

Again thank you 

 

Edited by NoaX
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  On 10/1/2020 at 12:31 PM, NoaX said:

 

Hey Fencer,

Thank you  for taking the time to review this. The solution you have working is quite cool, a bit tricky with multi solver setup - so currently trying to reverse engineer so I fully get it. The idea of using Point deform inside the sopsolver1 and 2 and then merging them.. Nice!

 

I have a follow up question:

Here in this file I've moved your vex curtain to the right, and I've added a simple disc using labs tool (I've also made gravity go up, and pinned the inner edges) -- but you'll notice it doesn't complete the full animation cycle it stops simulating around frame 20ish.

Of course, If I edit the frame on enable solver it will try to do something. Would be curious to see what your solution is, maybe one will come to mind after I've fully grasped your file =)!

vellum_on_fly.hiplcFetching info...

 

Again thank you 

 

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Maybe keep faking like this.
 

vellum_on_fly_v02.hip

vellum_on_fly_v02.gif

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  On 10/2/2020 at 2:14 PM, NoaX said:

Oh, nice one.

 

Did you use Fencer's technique? 

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i wouldn't know tbh, cos I just went off on a tangent on my own...here's my RnD file if you'd like to dissect.

It uses mirror, so not (2) real pieces of cloth mutually reacting...but I just wanted a quick proof of concept, the gist is there.

(inspired by my stay in hospital Sept 2019, true story)

vu_CubicleCurtains.hiplcFetching info...

Edited by Noobini
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  On 10/2/2020 at 9:12 PM, Noobini said:

the curtain movement along the railings is from here:

 

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I guess the idea is to rebuild a geo on fly, not just stretch or animate position.
Here is good example https://zybrand.xyz/vellumcontinuous-emit-with-dynamic-constraints#more-324

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  On 10/2/2020 at 10:50 PM, fencer said:

I guess the idea is to rebuild a geo on fly, not just stretch or animate position.
Here is good example https://zybrand.xyz/vellumcontinuous-emit-with-dynamic-constraints#more-324

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Exactly.

I'm currently working on my take to achieve this, will share the file when bug free =)

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  • 1 year later...
  • 2 years later...

Hello there! I just found out this amazing thread and... Wow, this is exactly what I was looking for!
Thank everyone for sharing the ideas.

I want to ask how to make the carve thing work.
I tried but after a short while the simulation started to explode. Could you please share your workflow HM_2020?

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