3ds max Radius Influence FX

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 03 Feb 2012, 16:55

Made some progress on this....will post some stuff this evening after work.

OT: Man I wish I could play with ICE over the web so I could tinker with it while I'm at work.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 04 Feb 2012, 07:17

Here's a simple start....

* Particle Grid with Particles Shape set to Box
* Modelling Region ICE Tree so it's all "live".

Image

Next is to add the ability to set the Scaling/Rotation/Translation Min/Max.

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druitre
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Re: 3ds max Radius Influence FX

Post by druitre » 07 Feb 2012, 19:16

Hello Twinsnakes,

how difficult would it be to have the transforms etc be driven by an arbitrary shape? An 'inside mesh' type of controller for instance, a weightmap or an input image (luminance etc). In my opninion that would expand the possibilities a lot.

Jasper

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Memag
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Re: 3ds max Radius Influence FX

Post by Memag » 07 Feb 2012, 19:19


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Maximus
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Re: 3ds max Radius Influence FX

Post by Maximus » 08 Feb 2012, 11:02

just wow, especially for the easy use..

Ramon
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Re: 3ds max Radius Influence FX

Post by Ramon » 08 Feb 2012, 13:43

easy and fast

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 08 Feb 2012, 16:33

Man, this guy is good. He's put together some really nice features. I'm still working guys, will have another update this weekend.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 09 Feb 2012, 06:16

Got it!

We can reproduce everything he's shown with this setup. Will post more soon.

Image

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Hirazi Blue
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Re: 3ds max Radius Influence FX

Post by Hirazi Blue » 09 Feb 2012, 16:34

Might be an idea to repost the ICE Tree in a readable resolution... ;)
Stay safe, sane & healthy!

iamVFX
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Re: 3ds max Radius Influence FX

Post by iamVFX » 09 Feb 2012, 16:58

Get null -> Test Inside Null plugged into a Simulation Root -> kine.global.pos -> Get Distance Between (with Get Particle Position in a first input) -> Linear Interpolation -> Add result of interpolation to Particle Positions -> Set Particle Position -> State

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Hirazi Blue
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Re: 3ds max Radius Influence FX

Post by Hirazi Blue » 09 Feb 2012, 20:40

Thanks, but my remark was also meant as more of a general observation:
posting ICE Trees that are unreadable is not very useful IMHO...
;)
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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 10 Feb 2012, 01:39

Its just a POC (proof of concept)...but that's how it will work. The null will trigger the state change...then whatever effect we want to do will be in State1..State2..State3..etc.

Easy as pie from there.

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rray
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Re: 3ds max Radius Influence FX

Post by rray » 10 Feb 2012, 09:45

Probably it would it be possible to grab keyframe animation also - Like having SRT animation defined for frames 1-100 of a reference object, then look how much an individual instance is affected by the null. If it's 33% for example, it spools it to frame 33 of the reference animation. This would be nice for some great effects although I'm not sure right now whether motionblur would work with that.
softimage resources section updated Jan 5th 2024

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origin
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Re: 3ds max Radius Influence FX

Post by origin » 10 Feb 2012, 09:52

yep Its basically keyframe transfer with offset from reference object

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rray
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Re: 3ds max Radius Influence FX

Post by rray » 10 Feb 2012, 10:23

Not sure if it's even possible to get the animation data from a certain frame. Probably using cache arrays but it would be better obvioulsy to have a live operator here.

Best way would be to have direct access to the animation fcurve in ICE -- Is this possible? -- a good start would be to be able to create an fcurve programatically in ICE.
softimage resources section updated Jan 5th 2024

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Tekano
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Re: 3ds max Radius Influence FX

Post by Tekano » 10 Feb 2012, 10:37

something like this?

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