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  1. #1

    unfold transition

    Hi here is a script to simulate an unfolding effect for the faces of a mesh... it separate the faces and place bones on them. The idea of using bones is from the amazing scripts by Emu, in fact you can animate the meshes unfolded and rigged with those scripts with this little tool.

    There are two operators, first one to separate and rig the faces, the other is useful to animate bones, it will work here but also on an armature from the skin modifier or many other bones hierarchies.

    Just added a Flipping Cards :p option you can test with two sided materials... run both operators with this setting enabled.
    Have fun, script is pretty slow so don't try it on something with more than 2k faces.

    https://dl.dropboxusercontent.com/u/..._transition.py

    edit: new version with some fixes and a little bounce option added



    some tips:


    * first operator is destructive, will separate all faces and even if it can be called again later and will try to restore mesh, things like indices will be changed... if you need to manually restore the mesh just use 'Remove Doubles'

    * see you can sort mesh elements with built in Blender's operator -use F6 to be sure to sort vertex + edge + face- this allows more control on animation using the 'Mesh Indices' option, remember previous tip

    * second operator is not destructive, it will only animate bones, so try it safely with different settings
    Last edited by liero; 31-Oct-13 at 07:57.



  2. #2
    Member Atom's Avatar
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    Neat,

    My initial tests on 2.68 show it working for the Cube and Monkey mesh. I am not sure how all the features work, however?
    For instance, if I try to unfold the animation again, it does not seem to remove the previous animation so for now I guess we should just run it once on a clean mesh.
    I tried the new Vertex Slope To Vertex Weights script on a monkey to make a weight map but the unfold script did not seem to take that into account.

    What does Noise actually do?

    Thanks for the script!


    Seems to work well on a ReMeshed Font object. However, I do see what you mean about length of generation time. But if you wait for the script to complete the resulting animation renders at a reasonable speed even if the viewport can not play it back.
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    Last edited by Atom; 15-Sep-13 at 10:29.
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  4. #4
    Member slipknot66's Avatar
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    Perfect!! Thank you !!
    Is it possible to make it work with object elements? Faces and elements?



  5. #5
    Atom now script will try to be smart and clean up the scene for you when repeating the set up operator -the one that runs on meshes, second one runs on armatures-

    Try hidding timeline and it will play faster, but low poly objects looks better i think.
    Last edited by liero; 16-Sep-13 at 08:04.



  6. #6
    Cool Script! thanks you



  7. #7
    Member slipknot66's Avatar
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    Is there a way to keep the mesh smooth shading?



  8. #8
    edges are split so it is not posible -unless we get the bmesh modifier-
    you can script it but looks weird anyway: http://db.tt/HGu4wo8w



  9. #9
    Member slipknot66's Avatar
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    Thanks!! That worked!!



  10. #10
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    Super Great addon, but it keeps making my blender crash

    This is my scene, if anyone can try render animation, i can render stills but after more or less 10 frames into the animation, blender crashes.

    https://www.dropbox.com/s/4oo995xs80tf5t3/aer.blend

    I'm using blender r60158 in OSX 10.8.4
    on a 2.2 ghz intel core i7 mbp 8,3
    with 8gb of ram.

    need more info?



  11. #11
    Member slipknot66's Avatar
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    electronicpulse, have you tried to render from command line? I see you are using motion blur, i had some problems rendering animation with MB directly from blender UI.



  12. #12
    worked fine here -at 50 samples- nice test btw: http://db.tt/8VDmGngQ
    deformation motion blur is lacking yet for cycles
    Last edited by liero; 16-Sep-13 at 20:45.



  13. #13
    Member slipknot66's Avatar
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    Just rendered the entire animation from command line, at 300 samples. Its working here too.
    https://www.dropbox.com/sh/klomkbxov.../studio.tar.gz
    Last edited by slipknot66; 16-Sep-13 at 21:51.



  14. #14
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    okay, so does that mean it is lack of memory?



  15. #15
    Member slipknot66's Avatar
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    Originally Posted by electronicpulse View Post
    okay, so does that mean it is lack of memory?
    Could be! Have you tried to render from the command line? Also, as noted by liero, motion blur is not working (yet) with deformed objects, but still can be used with animated objects, and camera. Have you tried to disable motion blur?



  16. #16
    Member eversimo's Avatar
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    Very useful.
    This could be an option of the build modifier (just dreaming...). But without bones... just face animation.
    For smooth faces to work we need a modifier that remove doubles dynamically... I think that there's an option in the new explode modifier from the demolition or bullet branch... can't remember...
    Liero, thank you very much.



  17. #17
    you're welcome, I've just hidden the bones as they only slowed down the playback -they are on armature layer 2- see that it will animate from current frame now... also improved some things in code



  18. #18
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    Great, gonna check out the new version, it'd be awesome if it would be in a modifier (or similar) so parameters could be dynamically adjustable.... eitherway, i'm gonna try rendering it with motion blur off, I have no idea of how to render via command line!



  19. #19
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    This is what i turned out... https://vimeo.com/75028493



  20. #20
    Member slipknot66's Avatar
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    Originally Posted by electronicpulse View Post
    This is what i turned out... https://vimeo.com/75028493
    Thats cool!! Muito Legal!



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