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anhungxadieu
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by anhungxadieu » 17 Dec 2015, 03:59
hi there,
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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caledonian_tartan
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by caledonian_tartan » 17 Dec 2015, 07:55
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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Mr.Core
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by Mr.Core » 17 Dec 2015, 12:20
you can try to make this with the vdb toolset plugin
https://www.si-community.com/forum/v ... =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
0bdd5d7e0e3b112bb48c94b3c647ad9f.png
https://dl.dropboxusercontent.com/u/371 ... baccum.scn
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anhungxadieu
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by anhungxadieu » 17 Dec 2015, 13:54
Hi,
thanks for all comments
thanks you a lot Mr.core

, here i go!
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Bullit
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by Bullit » 17 Dec 2015, 19:31
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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anhungxadieu
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by anhungxadieu » 18 Dec 2015, 00:58
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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Tekano
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by Tekano » 18 Dec 2015, 14:42
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
Capture.JPG
and you can see the individual frames of movement like this
no_interpolate.png
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Bullit
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by Bullit » 19 Dec 2015, 19:00
It looks very good tekano.
anhungxadieu as you can see in the tekano animation mesh disappears with time.
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anhungxadieu
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by anhungxadieu » 20 Dec 2015, 05:51
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

... what do you think?
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Tekano
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by Tekano » 20 Dec 2015, 10:01
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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Tekano
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by Tekano » 20 Dec 2015, 16:45
here I've plotted the motor mocap file and set simulation substeps to 5 in the particle simulation settings option. no need to linear interpolate anything and much simpler and smoother results.
here is scene file (2015)
https://drive.google.com/file/d/0B0WD7f ... sp=sharing but pretty straight forward setup, you will need pixel particles but not necessary you could use a dart throw to cover geometry evenly with particles
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anhungxadieu
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by anhungxadieu » 21 Dec 2015, 04:45
hi Tekano,
Really nice result

, i will take a look that scene file. Thank you!

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Bullit
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by Bullit » 21 Dec 2015, 19:38
Looks great, and thanks for the scene.