3ds max Radius Influence FX

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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... ;)
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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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Maximus
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Re: 3ds max Radius Influence FX

Post by Maximus » 10 Feb 2012, 10:45

guys thanks a lot for effort and help, would it be possible to have a screenshot of the tree cause i cant really figure out how to make it to work, i've tried with the nodes and what iamvfx said but it doesnt work.
Sorry ice beginner here :/

thanks, Max

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Re: 3ds max Radius Influence FX

Post by rray » 10 Feb 2012, 10:58

@Tekano it coming close, built-in bezier nodes are great ("Fit Bezier" even does interpolation through knot points!). But having full native fcurve support (including access to all scene fcurves) would still beat it I guess - a setup like shown above would be much easier to create then.
softimage resources section updated Jan 5th 2024

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 10 Feb 2012, 14:17

Maximus wrote:would it be possible to have a screenshot of the tree cause i cant really figure out how to make it to work, i've tried with the nodes and what iamvfx said but it doesnt work.
I'll be posting several video tutorials this weekend. I brought my laptop to work so I can finish up some example scenes. There's some missing pieces from that screenshot, so you wouldnt be able to doing anything with JUST that.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 10 Feb 2012, 18:31

Eating lunch, working on laptop, figured out how to do his last trick with the disappearing pieces....we can use the TimeInState property, so as the null [or some other trigger] switches the particle from its current state to a new state, we can evaluate the TimeInState property to determine when the effect should trigger, in this case, a disappearing effect.

Dude, I'm telling you, ICE is sweeet!

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 10 Feb 2012, 20:47

Memag wrote:Isn't disappearing effect just scaling"
Yeah, but what I didnt know was how to control it - [When it should start disappearing/How long should it take to finish disappearing, Which ones should even disappear at all, etc.]
Memag wrote:He also uses the animation and deformation of instanced object/poly, doesn't he?"
Yeah, he's doing keyframe animation transfer and he's baking down the effected objects, both limiting factors IMO. You can keep it all live with ICE and add some randomness to the effect, e.g., each object/poly doesnt have to do the same thing, in the same way. With his current approach, that's not possible. Granted the man is obviously gifted, so he's probably not done working his magic, but ICE as a platform, offers more flexibility IMO.

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TwinSnakes007
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Re: 3ds max Radius Influence FX

Post by TwinSnakes007 » 12 Feb 2012, 00:56

First video, just showing a POC of the Motion Graphics system. Next set of videos will go over the compounds and ICE Trees.

Edit: Changed video link to new 720p video.

Last edited by TwinSnakes007 on 14 Feb 2012, 03:08, edited 1 time in total.

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