Blend transforms

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Bullit
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Blend transforms

Post by Bullit » 10 Sep 2013, 08:24

Unless i am getting a brain fade is there any way to blend transforms easily like we can do when we interpolate between two caches? It seems a bit weird we need to get caching to make a simple blend/interpolate. The issue is the usual context problems between a falling leaves and a orientation blend keyframed at begin and end. Wanted to blend this two.

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sant0s
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Re: Blend transforms

Post by sant0s » 10 Sep 2013, 08:57

hmm - do not get it I guess, but what do you want to transform?
Geometry or Particles?

If geo, try stBlend, if Particles, get PointPositions and put them into blend?

Bullit
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Re: Blend transforms

Post by Bullit » 10 Sep 2013, 12:42

Thanks.
It does not looks too bad, but i would like more control.
Particles are already transformed, they have to get to a goal that includes not only position but orientation, that is the bottom part of image, it gets the orientation from another point cloud. At same time it orients progressively to final position - the blend you see in linear interpolate keyframed- doing the movement until the goal, the behavior should be more or less like the falling leaves node until they get into the goal. So i want a blend between two execute outputs, between rotating to orient and a sub animation of falling leaves.
Imagine a scene where falling leaves will have to go to a final precise position, orientation.

Isn't there a blend for execute ports?
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dwigfor
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Re: Blend transforms

Post by dwigfor » 10 Sep 2013, 14:10

Is it smoother if you convert to quaternions, interpolate those, and then convert back to rotation?

Bullit
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Re: Blend transforms

Post by Bullit » 10 Sep 2013, 18:39

In the image i am only interpolating between orientation of emitted particles and the final orientation from the other point cloud particles. That works okay.

I want also to interpolate the inputs that go to the execute node: falling leaves and orientation i talk above.

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sant0s
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Re: Blend transforms

Post by sant0s » 12 Sep 2013, 14:08

did you try it with an custom attribute?
and did you "show value"?

NNois
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Re: Blend transforms

Post by NNois » 12 Sep 2013, 15:50

Bullit wrote:Imagine a scene where falling leaves will have to go to a final precise position, orientation.
Could it be more simple/controlable in a 2 step process ?
- where in a simulation environment the leaves fall, (eventually having a force to their targets)
here you auto cache with the environment thing box
- in a post simulation tree you do the interpolations based on particle age, promimity or whatever

I think at least it's simpler to do the orientation on post sim...
What i've learned with ice over the years it's you have to avoid and think without simulating, when you can ;-)

Bullit
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Re: Blend transforms

Post by Bullit » 12 Sep 2013, 17:46

Wouldn't that be an excute also sant0s?


NNois yeah that's an option another ice tree in post simulation, but i need to end both at same time.

NNois
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Re: Blend transforms

Post by NNois » 12 Sep 2013, 20:23

Bullit wrote:Wouldn't that be an excute also sant0s?


NNois yeah that's an option another ice tree in post simulation, but i need to end both at same time.
the purpose of using post simulation is you can use the time as a reel input for linear interpolating you positions/orientations, so there is no problem of ending a movement at a certain time