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  • Nicolas Guionnet

    April 10, 2019 at 8:28 am in reply to: 3D curves and surfaces mathematically defined

    Right !

    4 fps :

    2 fps :

    … and there we see, finally, the particle moving in its quantum wave. Nice.

    I would be surprised if it was the math accuracy considering the number of digits delivered by AE when I display a value in a Text Layer.
    But these days, I am surprised 10 times a day …

    Now i try to evaluate the [ output as frames, and import as footage into a new comp ] process in term of feasibility.

    Tweaking the code could be another option …

    Thanks

  • Nicolas Guionnet

    April 9, 2019 at 2:08 pm in reply to: 3D curves and surfaces mathematically defined

    Great,

    In my code, there was an inversion between the 2 parameters. The valid code is below where …
    – T is the time passing and causing the animation and
    – s is the parameter that draws the curve.

    The result is very promising.

    One thing though :

    I couldn’t increase the number of dots.

    Increasing the number of particles did nothing but superpose the old ones with new ones … It is as if there was a limitation in time definition.
    Is it the case ? … I wonder if it can be changed.

    Thanks a lot … This is going to be useful.

    fps = 1/thisComp.frameDuration;
    cur_frame = time*fps;

    T = Math.floor(fps*time)/fps/100;
    s = cur_frame%1*10;

    x= 100*Math.exp(-(s-5)*(s-5)*T)*Math.cos(20.01*s+T*450);
    y = 100*Math.exp(-(s-5)*(s-5)*T)*Math.sin(20.01*s+T*450);
    z = 50*s-150;
    [x,y,z]

  • Nicolas Guionnet

    April 9, 2019 at 12:10 am in reply to: 3D curves and surfaces mathematically defined

    … time to go to bed before this thing drives me crazy … I tried every option that could be connected with the problem, mainly in the Emitter group.
    I get a tiny segment turning around …

  • Nicolas Guionnet

    April 8, 2019 at 4:59 pm in reply to: 3D curves and surfaces mathematically defined

    … strange, I don’t get the whole curve. In fact, just a tiny piece of it.

    I created a solid and applied Particular to it.
    Particule life : thisComp.frameDuration
    Part/sec : 30 000
    Velocity and associated parameters : 0
    Emitter size: 1
    Emitter type : lights

    I created a point light named Emitter.
    I put you code in its Transform.position

    I keep on searching … I guess 4 hours is not enough to master Particular …

    13255_quantum3dwithparticularkalleheikki.aep.zip

  • Nicolas Guionnet

    April 8, 2019 at 10:52 am in reply to: 3D curves and surfaces mathematically defined

    Great ! Great ! !

    It’s such a relief for me to see it is finally possible.
    You did it with particular, didn’t you ?

    I went to bed yesterday, really late, deducing from my failureS that it was not possible, which is really vain, for after 3 hours of work on a piece of software like Particular, you can’t deduce much of its real possibilities.

    Now, I am on my way to (try to) reproduce your success …

    Thank you so much Kalleheikki …

  • Nicolas Guionnet

    April 7, 2019 at 9:35 pm in reply to: 3D curves and surfaces mathematically defined

    … and I forgot to say that lambda is the parameter to be animated.

  • Nicolas Guionnet

    April 7, 2019 at 9:06 pm in reply to: 3D curves and surfaces mathematically defined

    I think I am going to try Particular, in the way you described up there. As you said, Stardust has no real documentation …

    An example formula ? A nice one :

    x(t) = 100.exp ( – (t-5)² . lambda ) . cos (10*t)
    y(t) = 100.exp ( – (t-5)² . lambda ) . sin (10*t)
    z(t) = 20t

    0 < t < 10
    0 < lambda < 30

  • Nicolas Guionnet

    April 7, 2019 at 4:00 pm in reply to: 3D curves and surfaces mathematically defined

    (Not being able to) Animate a 3D curve with TAO

    I finally installed Trapcode trial and tried to use TAO to animate a 3d curve.

    I used a light to draw my 3D-curve. In fact, it is a series of 3D Curves concatenated (tricky) … that would be used for the animation.

    I just needed to find a way to tell TAO to :
    Draw only a part of the curve, the one for :
    lambda < time < lambda + myComp.frame.duration
    (… and then animate lambda.)

    It seems there is no way in TAO . I could try to implement a kind of non-robust hacky floppy tricky workaround using … size offset to reveal only the wanted part of my curve and animate it. But … no

    Let’s try Stardust

  • Nicolas Guionnet

    April 7, 2019 at 9:59 am in reply to: 3D curves and surfaces mathematically defined

    > “You have to draw the entire shape in one frame”

    Well, I don’t really get it.

    I could do it with a 2D shape (drawn in a layer with some simple expressions with a loop on createPath and depending on time). But I need a 3D curve …

    And everywhere I saw a 3D curve defined with a mathematical function it was this way : x(time), y(time), z(time) with time as variable … and to animate it I would need this :

    x( time , lamdda ) , y( time , lamdda ) , z( time , lamdda )
    … where lamda is a parameter changing the curve …

    BUT … to animate the curve I need to change lamdda : labda = lamdda(time) … and I don’t think it is possible to tell Trapcode or Stardust : “draw the curve acting as if lamdda was a constant.” … and animate lamda “under the table” hidden from Trapcode or Stardust ….

    I begin to think that the only way to do this is outside of AE : Blender Script and then import the OBJ … but what a pain in the … hips … to animate it and synchronize it with the audio …

  • Nicolas Guionnet

    April 6, 2019 at 5:49 pm in reply to: 3D curves and surfaces mathematically defined

    Thanks Kalleheikki,

    I first thought : That’s it ! … then came another question :
    How can you animate the path then ? … as the time variable already defines the path … and the problem is the same in Trapcode and Stardust …

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