#Wow….Metaballs
32 messages in this thread
Do you plan to sell this individually, or as part of a package?
No definate plans as yet. I figure I'll finish it up first, then see
about marketing and distribution.
Dan,
Please add my name to your information list, when it's ready to go!
Thanks,
Don Hanson
> Please add my name to your information list…
Done.
Thanks,
Danny…
Hi Don,
PMJI, but I was curious if:
1) You are working on any new IPAS routines that you can talk about.
2) WRT Flock.axp:
A) With IPAS 3, is it possible that the user-defined "bird" particles could
have a simple cyclic heirarchy which could loop throughout the animation
(such as a "bird" particle flapping it's wings) ?
B) Again via IPAS 3, is it possible that you could perform interactive
collision detection (bird-to-bird) and specific CD (say,
bird-to-building) in a
"reasonable" amount of calculation time ? Perhaps the calculations could
be speeded up by using a program-defined or user-defined substitute
bounding volume around the more complex particles, and user-defined
sampling rate (accuracy) as needed for a specific scene's requirements ?
As an alternative to testing so many (even simplified bounding) surfaces
for CD, perhaps a repulsion force field (collision avoidance) could be
employed and
detected by the lead "birds" which take evasive action which trickles down
through the flock ?
C) Also, could a real-time (or quick) preview of the defined flocking pattern
as it evolves over time be generated using just (perhaps) a few pixel
stand-in for the actual "birds" (similar to the Yost Vapor.axp preview) ?
And last, would you consider re-writing flock.axp as above (if possible) if
there was enough interest generated by others here <g> ? FEEDBACK FROM OTHERS,
PLEASE !
Regards,
BILL
Bill,
<< A) With IPAS 3, is it possible that the user-defined "bird" particles
could have a simple cyclic heirarchy which could loop throughout the
animation (such as a "bird" particle flapping it's wings) ? >>
yea.. since you can point to the geometry representing the bird,
i've thought of rendering every nth frame with a different geometry
of the flapping wings. The problem is not knowing when the bird is turning
because they tend to glide. A fish is different. So some control
would be nice in specifying the geometry cycling during linear movement
vs. geometry chosen for the turns. fwiw.
jonas[adesk]
Absolutely. You know that's interesting, cause just this afternoon shortly
after posting, (in the shower) I thought of rendering 2 animations on odd/even
frames with the geometry transformed between sets. I think I'll try it
tomorrow.
Regards,
BILL
I have also asked for a real-time pixel preview for the IPAS3 version (which I
really hope they're working on, because it'll be a million times more useful
than IPAS2).
I would like to see CD in flock, but I would would want it to be an option, not
a must, since there are plenty of occasions where it's not necessary.
John Tissavary (La Luna cie)
Sure. Off / Interactive / Specific / with/without simplifying bounding volumes
/ defineable sample rate / with/without cyclic links…..that's the ticket <g>.
It would be a very high-class routine.
What kind of "critters" have you got in your underwater "soup". I started some
research today. The geometric, kinematic, and color/texture complexities of
various marine lifeforms is truly awsome.
Regards,
BILL
I'm creating totally non-existent life forms for my soup. They are
more like impressions of life, spiky star like objects, wingy fish,
mostly geometric primitives. I have found that flock works best with
a large number of particles and at a distance, like background, so I
don't put too much effort into realism for these particles, just
aesthetic shapes. I'm not real keen on hyper-realism anyway. If I
want to experience realism I'll take a walk, a drive… live. I do
animations for the non-real world aspect, kind of an escape and a
powertrip all in one. That is what has always drawn me to the
entertainment buinsess – the prospect that I can do something
completely fabricated, imagined, and different. I do, of course,
create realistic stuff if the job requires it, and it's fun in its
own right. But given the choice I'll usually do *interpretations* of
reality and my imagination.
I too would really be interested in this flocking routine.
I have alot of ideas that could really use this technique.
Everything M.G BATCHELOR mentioned sounds excellent.
If this could be done I would love it.
Fred Nilsson
Then keep asking for it. That's the only way I know to get something done.
Regards,
BILL
Hi Danny,
PMJI, but I was curious about your metaballs routine if you can comment:
1) Have you considered providing some type of quick preview of the blobbed
surface within the routine ?
2) As above, but *AS* the composite surface is *being* created ? (perhaps by
showing a 2D cross-section of the isosurface formed by the interaction of
one or more spheres from a selected viewport ? (rubber-band line style to
help in placing spheres)
3) Will assigned surface color/attributes for a given sphere be blended with
it's neighbor sphere(s) as well ?
4) I'm assuming since triangles will have to be created/dumped into the
renderer, one can texture map this type of metaball. Is this correct ?
5) Have you considered using other geometric primitives along with spheres ?
(I've only seen one other program do this)
Sorry for buggin' you, and if you can't answer any/all questions, I
understand….but please keep the above in mind.
BTW, does your Bezier Patch modeling IPAS create *RATIONAL* patches ?
Regards,
BILL
Hi Bill,
That's quite a list of questions! Let's see if I can address them one at a
time;
Quick preview and real-time surface preview – I'm inclined to say that a
variation of these will be available. There will be some form of surface
preview of the metaball(s).
At the moment, the metaball inherits the material of the first stand-in sphere.
It is possible that I'll add material blending. Shouldn't be too hard. <g>
Once the generator is finished, the metaball is just a regular 3DS mesh object
so texturing it works as you would expect.
I'd like to include several other blobby primitives, but I don't know if I'll
be able to add them yet. I'll have to have another look at that a little
farther down the road.
Don't feel that you're bugging me. These are very good suggestions.
The bezier patch modeller can create several types of patches and has "smart"
control points which can have various attributes independently, including
continuity. I assume that's what you're referring to?
Take care,
Danny…
Hi Danny,
Thanks for the detailed response. Don't forget to let me know when they are
ready, or I'd be happy to test them before if you'd like. I've worked with soft
objects in Explore and GIG 3D, and I've worked with spline-based modeling for
years with a number of applications.
Yes, that's what I meant by rational. Simply put, you could construct a perfect
sphere with the rational variety, where otherwise you couldn't. Can't wait to
see your stuff.
Thanks again,
BILL
I'll definately let you know when they are ready.
It's a little too soon for beta testers at this point, but I'll keep it in
mind.
Thanks again,
Danny…
Gosh- "WOW" about sums it up.. Nice flic. I'd like to be added to your "info"
list (now probably a mile long..). When I read about metaballs in SoftImage,
and the like, I'm no longer envious. Keep up the always impressive work, all
you cutting edge (and also utilitarian) IPAS programmers.
JNJ
Thanks very much John. I'll add you to the list.
TTYL,
Danny…
Hi Danny,
From the mail I read here, I really want to see your Metaballs animation. But I
connect 2400 bps from here (Indonesia), it will cost much for me to download
the animation from library.
Do you put your animation in FTP site? Please inform me, really love to see
your animation! (this discussion make me veeeery curious!!)
See you, Izak.
Sorry Izak,
I don't have access to an Internet account so I can't post any of this stuff to
an FTP site. Maybe someone else here will offer to post it for you.
Regards,
Danny…
Could you add me to the list of people interested? In both the b-spline and
metaball modellers?
John Stetzer
I've added you. <g>
Thanks,
Danny…
Danny, the MetaBalls anim was really amazing. Please put me on the list for
information when the spline and metaball modellers become available.
Thanks,
Andrew.
I'll put you on the list Andrew.
Thanks,
Danny…
Danny,
Please put me on your long list.
Thanks,
Paul Hyperbolic Productions
Got you Paul.
Thanks,
Danny…
Add me to that list on info on the metaballs. We have been doing a number of
character animations for a project I am working on. I would have loved using
metaballs in the modeling.
Andrew McClary
> Add me to that list on info on the metaballs.
Gotcha! <g> Sorry I coudn't help you with your character animation project,
but maybe I'll have it ready by the time you take on your next project.
Thanks,
Danny…
Can you put my name on your list?
[A [A Younteack Na
You're on the list! <g>
Danny…
I would also like to be on the list. Thanks
-KM
Add me to the list as well.