Adrian , I guess you never had chance to look into the align strand along velocity node, (because you needed something quick and it does what it says very well!) . but I see that you are using it in your ICE tree, inside this compound you will find that the point position is plotted along the velocity on a virtual trajectory cache of positions and the strand positions are created and destroyed on the fly along these.
this is most likely why the pop from strandposition array stuff was not going to work. in general it should :) the best / most simple solution would be to use the existing strand growth compound donated by the clever folk at polynoid, quite a while back http://monophyl.com/?p=1149 which indeed does resample the entire strandposition array and then rescales it by a fixed scalar range from 0 - 1 - not something easy or intuitive to do in a hurry if you happen to look inside their compound. here I've repackaged it as a strand shrink compound for you so you do not really need a state machine you just plug this compound in and it shrinks the overall strand length in relation to the particles height in Y - whilst also still aligning the strand by velocity which is what I think you were after! :) On 5 March 2014 19:27, Oscar Juarez <[email protected]> wrote: > I guess you could simulate the shrinking with opacity, animate a gradient > mixer mapped to the length of the strand maybe? > > > On Wed, Mar 5, 2014 at 7:02 PM, adrian wyer < > [email protected]> wrote: > >> bah, don't have the time allocated for this, it's a quick design >> thing, i can 'convince' them that its better if the trails fade out rather >> than shrink >> >> >> >> another time perhaps >> >> >> >> a >> >> >> ------------------------------ >> >> *From:* [email protected] [mailto: >> [email protected]] *On Behalf Of *Gustavo Eggert >> Boehs >> *Sent:* 05 March 2014 17:25 >> >> *To:* [email protected] >> *Subject:* Re: shrinking strands >> >> >> >> It really wont Adrian. See, if you would try to simpto rescale a set of >> point positions in object space, they would move. >> >> >> >> What you could do is get the length from each segment and find out where >> exactly you want to cut it based on length. Not trivial but I think >> Kristinka does it. >> >> >> >> Or you could scale the whole thing but you would have to scale the point >> position array respective to the particle ((point position array - >> particle point position)*scale factor + particle point position). Scale >> factor would be = newlength/oldlength. >> >> >> >> >> >> First solution might be really what you are going after. >> >> >> Em quarta-feira, 5 de março de 2014, adrian wyer < >> [email protected]> escreveu: >> >> >> >> >> >> i thought this might work...maybe i'm just not getting it? >> >> >> >> a >> >> >> >> -----Original Message----- >> From: [email protected] >> [mailto:[email protected]] On Behalf Of Grahame >> Fuller >> Sent: 05 March 2014 16:39 >> To: [email protected] >> Subject: RE: shrinking strands >> >> >> >> StrandLength is just a custom attribute that gets set by some of the stand >> compounds as a convenience, e.g., if you want to use it to drive something >> else. It doesn't actually control the strand length, it's just the sum of >> deltas in the StrandPosition array. >> >> >> >> If you want to make the strand shrink, you can remove the last item from >> the >> StrandPostion array instead. >> >> >> >> gray >> >> >> >> From: [email protected] >> [mailto:[email protected]] On Behalf Of adrian wyer >> >> Sent: Wednesday, March 05, 2014 11:29 AM >> >> To: [email protected] >> >> Subject: shrinking strands >> >> >> >> quick question (work goes on even after yesterday) >> >> >> >> i have a particle system firing points that have strands trailing after >> them, they stick to a surface on collision >> >> >> >> i have a state machine which, for starters, won't let me use "IsStuck" as >> a >> trigger, i can work around this, but it's bloody annoying >> >> >> >> the problem is that once the particle enters state 1, IE is stuck on the >> floor, i want the strand trail to shrink over time >> >> >> >> i have tried starting a timer on enter state 1, then grabbing values from >> the timer and subtracting them from .strandlength, but it only shrinks on >> the first frame, even though this is plugged into execute on every frame >> >> >> >> i can post a scene i f someone fancies having a look, or if anyone knows >> how >> to plot rocket trajectories and have them fade on impact, i'm all ears! >> >> >> >> thanks >> >> >> >> >> >> Adrian Wyer >> >> Fluid Pictures >> >> 75-77 Margaret St. >> >> London >> >> W1W 8SY >> >> ++44(0) 207 580 0829 >> >> >> >> [email protected] >> <blocked::blocked::blocked::blocked::mailto:ad >> [email protected]> >> >> www.fluid-pictures.com<blocked::blocked::blocked::blocked:: >> http://www.fluid- >> pictures.com/> >> >> >> >> Fluid Pictures Limited is registered in England and Wales. >> >> Company number:5657815 >> >> VAT number: 872 6893 71 >> >> >> >> >> -- >> >> Gustavo E Boehs >> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | >> http://www.gustavoeb.com.br/ >> >> >> > >
Strand shrink.xsicompound
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