It is currently 17 Aug 2017, 19:23

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: pb_BendSet
PostPosted: 02 Sep 2015, 23:31 
Offline
User avatar

Joined: 17 Apr 2013, 11:52
Posts: 126
A chimpmunk released an ICE Bend defomer :>

phpBB [video]


Probably too many options for the common needs, but it is nice to have them there when more is requested. It can basically work as a bend, a lathe, taper, shear, twist, etc.

Files at: http://probiner.xyz/2015/09/02/pb_bendset/
Enjoy

PS: This made me happy, ehehe :D http://prntscr.com/att29w


Last edited by probiner on 18 Apr 2016, 18:19, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 03 Sep 2015, 03:28 
Offline
User avatar

Joined: 19 Jun 2012, 21:59
Posts: 752
Like a unified rig directable BendTwisTaper (as a basic use and description or just used as an 'operator')
with various information that can come both in, and things made readily accessible coming out of the compound for more advanced use.

Could have been called
pb_BendTwistTaperPro Advanced :)


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 03 Sep 2015, 05:41 
Offline
User avatar

Joined: 09 Oct 2012, 20:48
Posts: 693
Location: Colombia
Excellent! I can see some amazing cartoony characters out of this. =)


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 03 Sep 2015, 08:52 
Offline
Administrator
User avatar

Joined: 04 Jun 2009, 12:15
Posts: 4897
Brilliant!
Thanks for sharing... :ymhug:

_________________
...


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 04 Sep 2015, 18:44 
Offline
User avatar

Joined: 17 Apr 2013, 11:52
Posts: 126
Thanks guys

I did just one little update (same file link), something I restrained myself of doing for the code version, but here it doesn't matter :) BBox options and ports. It either uses the set BBox + the ports or just the ports. This allows to have an animated set not messing with the BBox values.

Image

If someone is interested in a collaboration to a apply the python into some other application let me know as I'm just dealing with the vector transformation operation, not the SDK details, to build UI, associate animation curves and get and set data.

FXDude wrote:
Like a unified rig directable BendTwisTaper (as a basic use and description or just used as an 'operator')
with various information that can come both in, and things made readily accessible coming out of the compound for more advanced use.

Could have been called
pb_BendTwistTaperPro Advanced :)

Ahaha. Yeah actually a lot of attention goes into the defining where bend starts and finishes, and share that range with the other deformations, Twist, Taper, Shear, etc. So maybe it should be called pb_BBoxDefomers :D

Cheers


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 06 Sep 2015, 04:19 
Offline
User avatar

Joined: 19 Jun 2012, 21:59
Posts: 752
Cool!

BTW, can the optionally definable BBox be driven by an actual box in view geo (like other manipulators shown) ?

Otherwise for the name perhaps pb_BBoxBendShearTwistTaperPlus ? :p

Kidding aside, I do find it could use a more representative name which currently sounds like to just set a basic bend (which is anything but basic) even just appending "Advanced" or something would serve it justice I think.

Cheers, and impressive work!


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 06 Sep 2015, 21:57 
Offline
User avatar

Joined: 17 Apr 2013, 11:52
Posts: 126
Thanks FXDude I did try to set a nice standard of Bend. Indeed I could put _Advanced on it, but I was modest, and probably not wise to do it now, since it's already out. The "Advanced" is understood in the description of the tool. Mind you though that it circles around bending and while you can use the others on their own, they are just passengers for the ride. Maybe in a future I can build something that centralizes the BBox and just distributes it to any deformer that wants to use it. In this case that BBox parameter is the output "BottomTop Gradient"

FXDude wrote:
Cool!
BTW, can the optionally definable BBox be driven by an actual box in view geo (like other manipulators shown) ?

I'm not sure I follow your question. You mean having nulls defining the BBox?

Here's a gfycat showing two nulls driving BBox and how it also affects Curl.
http://gfycat.com/CraftyDeliciousIcelandichorse

Cheers


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 06 Sep 2015, 23:46 
Offline
User avatar

Joined: 19 Jun 2012, 21:59
Posts: 752
probiner wrote:
Mind you though that it circles around bending and while you can use the others on their own, they are just passengers for the ride.


Indeed it runs circles around a regular bend (or bends around a regular bend :p)

FXDude wrote:
FXDude wrote:
Cool!
BTW, can the optionally definable BBox be driven by an actual box in view geo (like other manipulators shown) ?

I'm not sure I follow your question. You mean having nulls defining the BBox?

Here's a gfycat showing two nulls driving BBox and how it also affects Curl.
http://gfycat.com/CraftyDeliciousIcelandichorse


Oh. Right!

I think I was thrown-off by the numeric bounding-box parameters in the property page, but yes null contollers defining the limits are awesome!

One last thought if it would relatively easily be or remotely feasable, would be possible to 'grade' the effect using a profile curve to allow for gradual (vs. linear) falloffs along the affected areas?

Cheers,


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 07 Sep 2015, 00:19 
Offline
User avatar

Joined: 17 Apr 2013, 11:52
Posts: 126
Here it shows this was a code blueprint and not build for compound. I could not rely on an UI curve. So, I just came with a way to smooth out the offsets, with the parameter "Offset Smoothing". So I could add a Fcurve profile for the effect. I'm actually internally using a falloff control node that allows to have several falloff types including control curve. http://prntscr.com/8der7e
I'm a bit weary about curve profiles though because they are not animatable. Hence I have done this: https://www.youtube.com/v/Fd-ZeiNAmUY?start=196&end=206
But that's overkill for this bend :D If there was a curve node with 4 2D inputs for p0,p1,p2,p3 I would implement it since as you animate those points you can define the bezier curve.
I thought about doing it right in ICE like I did in code. But search algorithms are not great in ICE due to poor looping capabilities.

Cheers


Top
 Profile  
 
 Post subject: Re: pb_BendSet
PostPosted: 07 Sep 2015, 21:25 
Offline
User avatar

Joined: 19 Jun 2012, 21:59
Posts: 752
Indeed the falloff parameter seems to quite effectively address any sharp bend start/end points.

But I think I meant more "artistically" speaking, or to have the ability to more or less slowly or gradually go into the deform before the bending becomes (exponentially) more prominent, or to have very gradual 'ease-in' and 'ease-out' of the effect.

I understand and agree with curve profiles not being animatable, and concerning that :
how about using a gradient node (color gradient defaulting to linear from 0 to 1) which you can insert divots which have both animatable values AND position on the ramp, and using that to modulate the effect? (or have otherwise arbitrary profiles)

Like this,
Image

which would more or less be the equivalent of this:
Image



Concerning search algorithms,
probiner wrote:
I thought about doing it right in ICE like I did in code. But search algorithms are not great in ICE due to poor looping capabilities.


It reminded me of this (by Pooby) if it would potentially be implementable?
(from Resource dump thread, and also on RRay)

Post subject: Get Closest Filtered points

Quote:
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a »true« boolean. It's much much faster than rifling through arrays. Hopefully someone will find this useful. It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.



In any event, even without any of that, I think the falloff parameter (or as shown in one of your shots, delving in the compound to set different profiles) would be more than sufficient for the large majority of cases.


BTW, everything in that video is nothing short of awesome! You have great talent my friend!

phpBB [video]


Cheers,


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group