Corrado Carlevaro
Forum Replies Created
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Corrado Carlevaro
August 20, 2019 at 6:00 pm in reply to: HELP: Modeling of a 6 panel football/soccerballI don’t have the answer but usually this “platonics” are very easy to do when you know how ☺
I would stick to the dodecahedron, get rid of the edges cutting the pentagons, subdivide once and using two penthagons for each panel. Then (maybe using “snap to spline” as a guide) sliding the points to round the “convex” and “concave” edges of the pentagon pairs, subdivide and spherify. This way you should also get a smoother and regular mesh/UV -
It has been splitted in Line Cut, Plane Cut and Loop/Path Cut
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Version 18, I understand this is the normal functioning of the random node (outputting a different number each frame) so the question is: why is keeping the same number in TP Standard Emitter preset? Usually I use a Noise with the empty Time input port (0)
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Thank you very much for your code, but I don’t even understand where I’m supposed to use it ☺
I see I need a “Shape layer 1” with 2 sliders S1, S2 but then I don’t know where I should specify point A B C position etc.
Can you clarify a bit further please?
Thanks
Corrado -
I’m not sure about what you want to achieve (also because the Random mode in the Random effector is not making the clones to rotate, just sets a random rotational position) :
1. if you want every clone to rotate at constant speed but each one with different speed you can use a Random effector with Weight Transform at 100% then a Time effector.
2. if you want the object to rotate at different speeds but always in the same direction (“additively”) there’s a useful little trick in Xpresso where you plug a Noise node to a user data, then plug the noise + the user data to the rotation input of the object
Corrado
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I believe that if you want to deform the whole mesh it’d be difficult with the joints.
For this small/secondary movements usually it is better to use the Pose Morph tag, where you store the mesh in “rest” position and the mesh with closed eyes (and how many intermediate positions as you want), then you have a slider to interpolate from one position to the other. The only problem with Pose Morph is that interpolation is linear, also if there is a “rotational” option, so you could have your lid intersecting the eye in mid positionCorrado
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You can use the Bend or Wrap deformers but you have to subdivide your polygon otherwise they don’t work
Corrado -
Wow, thank you for your reply, but I’ll need “some” time to dig it.
I thought this had to be a very simple problem, given that this is how cars speed up and objects fall down.
Meanwhile I came up with a simple and empirical solution which I don’t understand very well too:
First part of the curve is just a parabola, so Y.blue is Y.green dived by 10 and squared (1->0,01 2->0,04 3->0,09 4->0,16 …); when Y.green reaches 50 Y.blue is 25 (50/10*50/10): at this point the blue parabola is tangent to the green line(!), so from now on Y.blue is just Y.green – 25.
This is working but don’t know why… What do you think about this?
Corrado -
Hi,
it is because you are rotating a joint inside the head and not inside the eye.
I would discard all that joint stuff and use a sliced sphere sligthly bigger than the eye as an eyelid, then you can just rotate that sphere
Corrado -
Brian is saying that you don’t need Xpresso, just a 2D -V gradient and UVW mapping
Corrado