#Morphing Along a Path
19 messages in this thread
Does anyone know of a way to effectively morph a mesh along a path,
without buying the bones plug-in. I just don't have the cash for that
at the moment. I want to make a millipede crawl along a given path.
Isn't there an IPAS called Python made just for that ???
If you don't want to buy the IPAS it look like a long tedious manual
job. We tried a similar process with a roll of 35mm movie film moving
and bending along a path. Its ashame in a way. I also work with
Softimage occasionally and doing something like what your talking
about is 3 mouseclicks away. I think its even in the tutorial. 1)You
create a spline ( or path ) 2) deform the object on the path say at
the beginning and then 3) transform the object along the path at a
given keyframe. Its wonderful!
Thanks for the reply. I actually have never use Python, perhaps that is not as
expensive as bones. It is not that I don't think Bones is really great, it is
just that there are about twenty Plug-ins I would love to have, so if I can
find a free way to do something I gotta try It. Thanks.
You might want to try luge.axp it like python but its an axp. Schreiber is
selling it for 300.00 with six other routines. Also another thing to mention is
our routines are selling for 200.00 for 14 routines. Give Schreiber a call and
check out the newest deals.
Mike White [SDP]
Mike,
>> Also another thing to mention is our routines are selling for 200.00 for 14
routines. <<
do you have a cloud generator or one in the works. Something like Kai's Bryce
but for 3d Studio would be cool.
Hi Martin
We have a routine tmaker.sxp which can create the effect of a real cloud
texture. It will not cause the effect much feared by most user of SXP's. That
unwanted moving pixel.
You can contact me for more info if you like. If you remember my animation
at the 3D Art Fourm. The clouds were created with this routine.
With HSC's IPAS its a great match.
Mike
Are your routines sold by schrieber, or are you doing this one on your own?
This one on our own for right now. It allows the user to in put their own
fractal cords.. for user defined sxp's
Mike
Can you send me some info on your new stuff?
No problem.
Mike
I don't suppose you have any granite or marble sxp's? I saw some demos around,
I figured they were yours, but I am not certain. I started a project that
requires a *lot* of marble and granite and SXPs would be ideal for the job.
I will call to see what you have available. Appreciate the info. 🙂
Your welcome.
Mike
Steve,
<< Does anyone know of a way to effectively morph a mesh along a path, without
buying the bones plug-in. >>
There is a shareware bones ipas somewhere in the libs, but it only creates
morph targets and doesn't create the deformed geometry during rendering. So
the Bones Pro ipas that you can buy is much better.
Mark
Thanks I'll look that up.
Actually, I think you could do this by "simply" making a lofted object the size
and shape of your creature, and then having an animated opacity AND texture
map. You loft with mapping coordinates, and then your animated texture map
becomes the creature skin, moving along in place with the opacity map (similar
to the spool.zip example I posted here).
I think it would work for the creature you have in mind because the shape is
the same at all stages of the path — it wouldn't work for a creature with a
thorax, for example. But you ought to be able to have bump mapping, etc. as
long as it's animated in the same way.
Just a thought (for me, I'd use Bones Pro — one of the most useful IPAS I
own).
That sounds like a pretty cool condept I will lokk up the example you posted.
Gues I'll have to get BonesPro. Ther are worse fates in life 🙂 Thanks
Steve, You could try making your millipede into many small round sphere like
objects, butted end to end and then linked in the KF. You could then use
inherit links to curve the body as needed. I think you could get very nice
motion like this, with no need for BP. It's worth a try.
DM
I've thought about something of the sort but i would like to do similar things
with a worm that would not lend itself so well to such a technique. But maybe
I'll give that route a try. Thanks for caring. 🙂