trueSpace Procedural Animation

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RAYMAN
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Re: trueSpace Procedural Animation

Post by RAYMAN »

Just a question? Would a Blender node system hosting be possible indide TS???
Animation node system in Blender is there!
So..?
Dont know? Any way to get something going that way?
There is also a node based modeler in Moi that used Java!
Any possibilty to use parts of that ..wih some kind of middler?
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clintonman
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Re: trueSpace Procedural Animation

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RAYMAN wrote: 15 Apr 2019, 12:26 Just a question? Would a Blender node system hosting be possible indide TS???
Animation node system in Blender is there!
So..?
Dont know? Any way to get something going that way?
There is also a node based modeler in Moi that used Java!
Any possibilty to use parts of that ..wih some kind of middler?
That sounds like it would be very difficult to do.
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RAYMAN
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Re: trueSpace Procedural Animation

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Ok thanks! Was just a thought!
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Re: trueSpace Procedural Animation

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Very cool, thanks for sharing!
What did you find wrong with tS761's Look at Matrix?
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Re: trueSpace Procedural Animation

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trueBlue wrote: 18 Apr 2019, 13:09 Very cool, thanks for sharing!
What did you find wrong with tS761's Look at Matrix?
It just plain didn't work, no matter what I tried. The lookat node works and I've used it in the past as an external lookat calculator. The scripting matrix lookat function just seems to give me junk values. If you know how to make it work, let me know.
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Re: trueSpace Procedural Animation

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ringFromCurve.jpg
I was able to create a ring image using one of the linear gradient images included in the unofficial tS upgrade combined with a Color Curve nodes from the compositing nodes.
The Color Curve was a surprise to me. It was updated at sometime in the past to use the NURBS curves system instead of using animation curves and the it was never documented. I found a bug in the script and fixed it, so the current version in the update and on my site still have the bug. The linear gradient image was used in place of Blender's spherical blend texture and the curves took the place for Blender's color ramp system used to convert the sphere texture to a ring. Now I need to decide how to handle the scaling of the ring to make animated waves in the pegs.
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Re: trueSpace Procedural Animation

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I have an idea how to handle the ring animation. Took some time to update the compositing nodes so I can use them to do it. Stay tuned!
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Re: trueSpace Procedural Animation

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Good news is I got the waves and color change to work.
Not so good news is truespace can't handle it the way it works now, each hex shape is an individual mesh and tS doesn't like having a lot of meshes in the scene. It became so unstable I couldn't make any more improvements or changes without crashes. :(
Not really surprised but was hoping I could push it just a bit further.
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Draise
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Re: trueSpace Procedural Animation

Post by Draise »

Yeah, I hit that cap a lot with my work in trueSpace. It was one of the principal reasons I jumped ship, oh and the hard rigging with shear bugs I found with local/world matrices... Blender also has a bad cap on geometry but handles instances a bit better. There is a way to work around this issue in trueSpace is instancing the "mesh" data to instance nulls, so you only have one mesh, and have it instanced many times. It does help the performance somewhat. I didn't perfect this workflow, but for trees and things I was using it relatively successfully.
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Re: trueSpace Procedural Animation

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Draise wrote: 06 May 2019, 13:51 Yeah, I hit that cap a lot with my work in trueSpace. It was one of the principal reasons I jumped ship, oh and the hard rigging with shear bugs I found with local/world matrices... Blender also has a bad cap on geometry but handles instances a bit better. There is a way to work around this issue in trueSpace is instancing the "mesh" data to instance nulls, so you only have one mesh, and have it instanced many times. It does help the performance somewhat. I didn't perfect this workflow, but for trees and things I was using it relatively successfully.
Interesting, I would have thought the "nulls" approach wouldn't help at all. I'll keep that in mind for the future. I was able to work around it this weekend by creating my own simple instancer. It uses a single mesh created by internally copying the source mesh. No crashes and performance is way up.
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