Dynamic ICE wireframe

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tdi
Posts: 2
Joined: 10 Apr 2013, 17:06

Dynamic ICE wireframe

Post by tdi » 19 Nov 2013, 17:13

Evening all,
I need some help with an effect i'm trying to achieve.

I'm trying to create a wireframe of an object with ICE strands, that I can then 'morph' into another shape.

I've got the wireframe bit done (although it's a bit too dense and some tips on lightening it up would be greatly appreciated) using some tips I found here searching for Plexus effect. Its basically taking an Add Point node, Generate Sample Set, then plugging in my geo to create the pointcloud, and then building an array to emit strands from the points to re-create the mesh.

Problem is, I think the way i've done it perhaps isn't the best approach for this type of effect. I say this because when I try adding forces to add movement to the points/strands, it doesn't work (says No Simulation Root found).

Is there another approach I should be taking using simulated particles instead of Add Point?

Again, to recap, the effect I'm after is to recreate a mesh with strands, the use a combination of forces and goals to 'morph' to the shape of another mesh. And to have a degree of control over the density of the amount of strands generated (but still keeping the overall (boundary?) shape intact).

Thanks all.

Best.
TDi

NNois
Posts: 754
Joined: 09 Jun 2009, 18:33

Re: Dynamic ICE wireframe

Post by NNois » 20 Nov 2013, 10:25

Hi,
First i think that you have to construct your strand geo "add point" in an ice tree in the modeling region, then in a second ice tree in the simulate region you add force etc.

Second for a working simulation you have to init some variables, just open an "emit from geometry" compound and steal the "init particle data and put it on the "on creation" of the add point node

you then need for a proper simulation environment using a "simulate particle" node placed at the end of your simulated ice tree

hope it was clear

NNois
Posts: 754
Joined: 09 Jun 2009, 18:33

Re: Dynamic ICE wireframe

Post by NNois » 20 Nov 2013, 10:30

about the wire "dense" in my opinion you can use a get "self.PointNeighbors" to track each "connected points" then in a loop by the nuber of connected point you create the strands but just at the demi lenght to don't cross strands between points.
A compound working similary is "StrandWire" look at rray.de ;-)

tdi
Posts: 2
Joined: 10 Apr 2013, 17:06

Re: Dynamic ICE wireframe

Post by tdi » 21 Nov 2013, 14:59

Hi All,

OK, here’s where I’m at:
  • Created the points in point cloud from geometry
    Generated strands
    Added forces
What’s not happening and what I want to do:
  • Apply forces to the whole shape so that points and strands move together – at the moment it looks like all the points are moving and the strands aren’t following properly
    Turbulise the points/strands a little
    Have the points/strands move towards a goal (the sphere in this example)
Any pointers?

Cheers
Tony
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NNois
Posts: 754
Joined: 09 Jun 2009, 18:33

Re: Dynamic ICE wireframe

Post by NNois » 21 Nov 2013, 16:09

I'm trying to create a wireframe of an object with ICE strands, that I can then 'morph' into another shape.
Hi,
isn't what you are targeting ?

My advice would be to takes every part of that into a job, then move to the next and don't mix all together ;-)

so try first:
wireframe: in a unsimulated ice tree (move it to the modeling region) create your strands, this have to append only one time (modeling region is evaludated only one time)
morph: in a simulated tree you can't simply do your morph but you can use the "fly" compounds...

PS: your strand don't moves because you don't take account of the point position when you create them

PS: why not have a look at emFlock and emTools ? http://www.mootzoid.com/plugin