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Time warps and shifts based on texture or noise


andyhowell

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So the idea is to be able to take a piece of animated geometry. Could be some mocap, a simple grid flapping up and down, a growing plant animation.....

I want to apply a time warp. A scaling in playback and it's start and end frames. But I want to do this on a per point basis. Feeding the offsets or time scale by a ramp, a noise texture or an animated sequence.

Any ideas out there.

If you need clarity on the concept, please ask. 

I was looking at bind exporting an offset value with a point vop. That works. Feeding it in to the time warp/ Time shift node is where I'm struggling.

Maybe the wrong way to go about it. Maybe a lerp type thing with blend shapes........

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Hi Andy,

you could resample motion trail curves and assign their interpolated positions coordinates to the mesh points.

time_shift_per_point.jpg.d68f0c293cb0dceaa233a1b41b104f37.jpg

The example below speeds up or slows down the motion per piece for better legibility.

int piece = prim(0, 'piece', i@primnum);
int speed = int(ceil(rand(piece) * 16));
int index = int(ceil(@Frame * speed));
int total = primvertexcount(1, i@ptnum);
int pt_curve = primpoint(1, i@ptnum, index % total);
vector pos_pt = point(1, 'P', pt_curve);

v@P = pos_pt;

 

time_shift_per_point.hiplc

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