Thanks for the tips and example Andy (& everyone). I'll work on
implementing this into my approach.

On Mon, Jun 4, 2012 at 1:32 PM, Jonathan Laborde <[email protected]>wrote:

> I made 2 compounds that I use regularly to calculate velocity properly.
> You basically store the current point position and orientation at the
> beginning of every frame (first port in the stack). Even if you are say on
> frame 10, since it's the first thing being calculated in the stack the
> point position is still from frame 9. Then in post-simulation you do the
> actual calculation and store it in pointvelocity and angularvelocity, that
> way it won't affect the following frames.
> It works well, unless you are moving the points in post-simulation as they
> won't be calculated at the beginning of the next frame.
> Enjoy!
> --*
> **JONATHAN LABORDE*
> FX Artist
>
> www.rodeofx.com
>
>
> On Mon, Jun 4, 2012 at 12:25 PM, Grahame Fuller <
> [email protected]> wrote:
>
>> Verlet integration might be useful in these cases. With Verlet
>> integration, you store the previous positions and back-calculate the
>> velocity from that, instead of calculating the forward velocity as in
>> standard Euler integration.
>>
>> gray
>>
>> From: [email protected] [mailto:
>> [email protected]] On Behalf Of Andy Moorer
>> Sent: Sunday, June 03, 2012 02:18 PM
>> To: [email protected]
>> Cc: [email protected]
>> Subject: Re: ICE: Vortex and Lagoa
>>
>> Yeah I should have pointed that out... There's always a sacrifice between
>> the simplicity and emergent behavior of simulations and the control you can
>> get by being more direct and specifying explicit positions per frame.
>>
>> The more "custom" you get, the more you have to chase down and account
>> for this kind of thing. The motionblur problem with nonsimulated ICE
>> animations is the biggie - enough so that it might be advisable for the
>> softimage devs to implement some in-box solutions, like perhaps an option
>> for computing a per point velocity during caching, or writing special
>> "absolute" point position and velocity variables after the post-process
>> step...
>>
>>
>> On Jun 3, 2012, at 1:36 PM, Jonathan Laborde <[email protected]
>> <mailto:[email protected]>> wrote:
>> Great answer Andy. But be careful with such a technique (blend between
>> simulation and manual positioning) as the point position will be as you
>> expect but point velocity will not be calculated properly. Your motion blur
>> will be wrong in that case, and you will have tu manually set it in post
>> process.
>> Rock n' roll
>> --
>> JONATHAN LABORDE
>> FX Artist
>>
>> www.rodeofx.com<http://www.rodeofx.com/>
>>
>> On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer <[email protected]
>> <mailto:[email protected]>> wrote:
>> Byron hi there. Can't answer your questions about differences between
>> lagoa and "normal" reaction to forces, but the results you are seeing with
>> a combination of forces (one to move particles along a curve, the other to
>> draw particles towards a curve) is one I'm familiar with. It's easy to fall
>> into the "simulation trap," where you drive yourself crazy trying to find a
>> perfect balance of forces to get the results you want.
>>
>> There are a couple of suggestions I can give you... The first is to clamp
>> the maximum speed at which a particle is allowed to move: get particle
>> velocity, get "length" or magnitude of the vector (this is "speed.") If the
>> speed > a max value you set, new speed=max value. Normalize your original
>> velocity vector and multiply it by new-speed.
>>
>> The result, particles obey the forces you set, but never travel so fast
>> that they get flung away, and never develop enough momentum to get out of
>> control. A drag force coupled with velocity can produce similar results .
>>
>> Another option is to replace or blend your "suction" and "along curve"
>> forces with a setup which places each particle at a specific position in
>> relation to the curve, animated of course. I haven't tried this kind of
>> approach in this particular context, but in general the result is a hybrid
>> of a simulated look and an "absolute" look... particles are simulated to a
>> certain extent, blending to an absolute predetermined position. I've
>> attached a simple example of this kind of thing, a simple post-sim blend
>> between a simulation and goal positions on geometry.
>>
>> Cheers
>> Andy
>>
>> On Fri, Jun 1, 2012 at 9:32 AM, Byron Nash <[email protected]<mailto:
>> [email protected]>> wrote:
>> I'm trying to make something along the lines of this video from Firebird
>> https://vimeo.com/29367269. It uses Lagoa and some of the vortex
>> techniques Brad showed in one of his videos. I can get it to move somewhat
>> but can't keep the points on the curve. They tend to fling off despite
>> increasing the "suction" controls. How does Lagoa respond differently to
>> forces than normal ICE particles?
>>
>>
>>
>

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