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 Post subject: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 17 Dec 2015, 05:59 
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Joined: 17 Apr 2014, 10:39
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hi there,

phpBB [video]


That movie look so interesting, are there anybody who know how to achieve a similar thing like this in softimage ice?
thanks for any idea! :)


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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 17 Dec 2015, 09:55 
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you could try it with strand trails from the animated body and then mesh them with polygonizer. still it would be difficult to achieve such a smooth result.

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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 17 Dec 2015, 14:20 
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you can try to make this with the vdb toolset plugin http://www.si-community.com/community/viewtopic.php?f=27&t=4707
i have attached the sample scene(2015) with a simple animated cylinder, you can simple decrease voxel size to get more details and add substeps in the sim settings on ICE tree

Attachment:
0bdd5d7e0e3b112bb48c94b3c647ad9f.png
0bdd5d7e0e3b112bb48c94b3c647ad9f.png [ 107.86 KiB | Viewed 1457 times ]


https://dl.dropboxusercontent.com/u/37160275/vdbaccum.scn

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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 17 Dec 2015, 15:54 
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Joined: 17 Apr 2014, 10:39
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Hi,

thanks for all comments
thanks you a lot Mr.core :ymhug: , here i go!


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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 17 Dec 2015, 21:31 
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Very interesting, the mesh he has is very polished.
Another idea is to have a temporal duration for the mesh, the older parts start to disappear.


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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 18 Dec 2015, 02:58 
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Joined: 17 Apr 2014, 10:39
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Bullit wrote:
Very interesting, the mesh he has is very polished.
Another idea is to have a temporal duration for the mesh, the older parts start to disappear.

can you describe more? :-?


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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 18 Dec 2015, 16:42 
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Joined: 09 Jun 2009, 14:49
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Location: London, UK
phpBB [video]


heres my take on this.

Generate evenly distributed particles on surface with pixel particles once every frame
delete particles by age (in this case 100 frames)
mesh particles with polygoniser

also I added particles that were linear interpolated on fast moving particles like this otherwise there is gaps

Attachment:
Capture.JPG
Capture.JPG [ 126.68 KiB | Viewed 1342 times ]


and you can see the individual frames of movement like this

Attachment:
no_interpolate.png
no_interpolate.png [ 138.46 KiB | Viewed 1342 times ]

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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 19 Dec 2015, 21:00 
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It looks very good tekano.


anhungxadieu as you can see in the tekano animation mesh disappears with time.


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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 20 Dec 2015, 07:51 
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Joined: 17 Apr 2014, 10:39
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yes, i see it. it very much good so far. And i can see a linear interpolated in gaps also. For a smooth result i think we need to do a less interpolation :D ... what do you think?


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 Post subject: Re: "Bodycloud" from [Vladimir Jankijevic] how to?
PostPosted: 20 Dec 2015, 12:01 
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no, for a smoother interpretation you will need to do a bezier / quadratic interpolation or much more in between steps. I based extra points by distance moved. so 5 units was maximum foot movement in this anim = 25 extra steps and 0 units movement = 0 extra steps otherwise it is creating points on top of points and whole things stops after a few frames.

because it is a cheap linear interpretation between frames it is quite angular and would probly be better to get subframe particles generated from the mocap animation - I think this is possible and would be easier setup and look better than making a bezier interp between frames. may have a look at getting a real smooth version later using one of these methods

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