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 Post subject: Resourcedump
PostPosted: 02 Jan 2013, 01:32 
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This thread is meant as a general dump for all the stuff that you're not ready to release "officially" for whatever reason, maybe because it's bugged, undocumented, untested, unfinished, in some chaotic unreleasable state, or may otherwise appear "useless" to you.

All sorts of resources, compounds, scripts, notes, models are all welcome! *-:)

==> Just drop a zip <==

I'm making this thread partly because I've got the suspicion/hope there's a lot of daily helper material out there that people would be willing to share, but don't have the time to polish up for a proper release.

If it works this should become interesting, be it only for harvesting junk and spare parts 8-x

IMPORTANT EDIT: Feel free to inquire or respond directly inside this thread. We'll try to split these replies (plus the plugin post itself) off into a new thread once it becomes too big for a specific plugin. And to the creators: please consider beforehand if your contribution might warrant a separate thread.

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 Post subject: Re: Resourcedump
PostPosted: 02 Jan 2013, 23:29 
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An excellent initiative. Hats off to you!


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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 02:11 
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Cheers Reksio! Here's something to set things off hopefully :D .. some extra menu items..
"Set new BindPose" (in animation->envelope menu) which does a "set reference pose" for all bones but keeps the shape of the mesh. (warning might destrory existing shapes on the mesh!)
"reset rotations" (in animation->envelope menu) which resets all bone rotations to 0
"region options" (in viewport->camera menu) which inspects the region options
2 textures


Attachments:
radial_web.jpg
radial_web.jpg [ 1.28 MiB | Viewed 9562 times ]
rope.jpg
rope.jpg [ 96.1 KiB | Viewed 9562 times ]
CMI.zip [5.81 KiB]
Downloaded 340 times

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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 03:08 
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Joined: 09 Jun 2009, 23:47
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good thread! here is a small contribution...

Color Goal compounds: you can use texture map alpha, brightness or weightmap values to define your particle goal locations.

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Attachments:
File comment: Color Goal ICE Compounds
Color_Goal.rar [4.68 KiB]
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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 03:29 
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..and another one: Feather Builder
*only works on straight curves and generates perfect mirrored feather barbs.

it has some neat PPG logic for toggling fcurves UI display on/off.

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Attachments:
File comment: feather builder ice compound
Feather Builder.rar [22.97 KiB]
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Last edited by fabricio.chamon on 03 Jan 2013, 04:48, edited 1 time in total.
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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 03:40 
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ICE Dart Throw scene: a very basic dart throwing algorithm in ice.
The icetree is simulated, so one can easily to see and understand what's going on. Red particles are newborn particles.

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File comment: ICE Dart Throw
ICE_dart_throw.rar [130.29 KiB]
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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 04:05 
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fake vorticity: a mushroom nuke effect. (fake in a sense that there is no fluid simulation happening, but some rotation trickery instead.) Also some degree of control is allowed by animating the main null.

Viewport Capture: video

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File comment: Fake Vorticity
fake_vorticity.rar [216.12 KiB]
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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 04:37 
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Strandtree meshed model: strandtree compounds packed into a ready-to-go geometry model.

It has the main compound parameters exposed on the "Tree Controls" property. A script is provided (as annotation property) if you want to freeze the model (mantain uvs + leaf color variation). Just copy/paste and run.
If you dive into the objects' icetrees you will see tweakable/fixed groups. Tweakable can be changed as you will, fixed are for nodes already linked on the main pset or that don't have to be touched.

The model is exported at very low iterations so that it can load faster. (warning, can become terrible slow with many iterations!)

Download: Model

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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 19:08 
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Hey thanks for the great contribution Fabricio!

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 Post subject: Re: Resourcedump
PostPosted: 03 Jan 2013, 23:08 
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Just a few for now, hope I'll find more.

Procedural book listing

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As name says, it drives all deformations, using one scalar value. Here this is movement along X axis, of null called "timer". In setup, first step is getting a bounding box of book. Next step is a small procedural bend node, center and radius of bending is modulated, according to rotation of papers. Last step is rotation of papers.

Requirements: a bunch of perfectly planar planes in one mesh, distributed along local Y axis. Local Z is axis of rotation. Setup automatically adapts to bounding box size. Any additional deformation should go after this ICE tree - that is, above in stack. Plain scale - rotate - translate is OK.

I've added few comments about parameters. Setup is already animated. For assigning materials, I think the best way is to use just one image with "mosaic" of smaller ones, together with appropriate UV - somewhat easier to manage in 2d app.

Get it here.

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The renderer "turtle" used by this scene, is not currently available. The "turtle" renderer will be used instead.


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