#A trail that follows finger corners

123 messages · Page 1 of 1 (latest)

analog sinew
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I've been trying to work on a trail that follows the finger, and for the most part I've been able to decrypt them but I can't figure out how to make the corners work. Currently the shape is done with deformers

upper copper
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Did you rig the stretch effect separately? Like, what happens if you link draw-p-x/y, what do the corners look like?

It looks like they were rigged seperately, and the x/y physics get added together when you make a diagonal movement

molten monolith
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looks like you synthesized the courners automaticaly instead of manualy

analog sinew
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Yeah, they were rigged separately

I tried to right the corner separately (the left corners have some fiddling in) but I just couldn't make it work effectively lazycry I can't make the model rotate because then it'll flip around when going to the other direction, and being a circle the part that is the "sharp point" changes... unless I somehow.... combine it to rotation deformer....?

upper copper
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How is the rotation deformer used?

analog sinew
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It's not, I was wondering is that the answer

upper copper
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You will have to rig the corner's of the those two parameters

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I think you could get away with it by using blend shape instead of regular parameters

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But you will have to redo it

analog sinew
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It's not hard to do so I don't mind redoing it! Lemme watch a quick tutorial on blendshapes though

upper copper
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forgive the crude drawing but you cold also try this

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That way, the transition of movement to the corners would be smoother

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as a solution instead of using blend shapes, that is

analog sinew
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Doing that works when moving from W to SW, but then again breaks when going to S despite doing similiar modification to it ohnoo

So if I understood correctly I should do both x and y as blendshapes and then... let only one of the parameters control the corrrners....?

upper copper
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In theory, yes

molten monolith
analog sinew
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Ah-!

molten monolith
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thats why i asked if you used the synthesized

analog sinew
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I noticed the synthesized gave no good results so I made them manually but yeah then the problem was that the inbetweens inbetween the two still look ugly

molten monolith
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mmm by been manualy there were some issues

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can you take a 3x3 picture of all keyforms?

upper copper
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the 3x3 key frames work, but the issue is with the transitional period between the side and the corners (based off the video)

molten monolith
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the problem is that the deformation dont really make sense is not uniform

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thats why i asked for hte 3x3 picture to see them clearly

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for example this keyform... i would not say "it works"

analog sinew
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Oh yeah, those I did not do

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I only did the left side to test it out

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Sorry, should've left them out of the video

molten monolith
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that is why i asked for the 3x3 pictures, so i could see better instead of just saying something << >>

analog sinew
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Sorry sdlfgjkh a second! I managed to break something so digging backups to a working file

molten monolith
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mm well that works [that would be just 3/9 but its ok

analog sinew
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The problem is inbetween all the transitions so figured it was enough

molten monolith
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yes that is why i wante the pictures

analog sinew
molten monolith
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you know how linear movement works right?

analog sinew
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Iii think so! All the points are looking for the straightest way from A to B which is why it's all bendy

molten monolith
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your deformation does not have a clear base center, for example when you move
negative X
neutral Y
you see how you stretched Half of the square?

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and you left a full half there without touch

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but when Y moves to positive or negative
you moved almos 3/4 of the esquare and left only 1/4 without touching

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that is also affecting

analog sinew
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Oh yeah I see now why I should've given also N/S positions ohnoo Sorry for being such a headache

molten monolith
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is not, dont worry about it

analog sinew
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Here's the NS, the reason why the corners have so many is that it's trying to balance inbetween the side ones and NS ones

molten monolith
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because movement is linear, you stretched areas that were not in other keys creating some effects also that probably you didnt wanted at all

upper copper
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Maybe if you moved the center point and left the edges alone, it could be cleaner

molten monolith
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that is also an option you make the center a real center, and works the sides instead of trying to muce 2/4 and 3/4

analog sinew
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Hmmmm.....

molten monolith
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it didnt make sense

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also something i noticed on your 3pictures is that if you draw an square with how far your courners goes, they goes really far compared to the neultral movement

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that also affects the deformation, the distances

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now, another option that is like
10 times easier

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is to do a 2 circle dots glue technique

analog sinew
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Mmm looks good! But sorry I don't quite understand how to fix it nyooron 💦 I understood it as doing it like the following images but it still creates an ugly inbetween

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Oh frick it only sent one

upper copper
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try moving only center instead.

analog sinew
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I heard the 2 circle dots glue method being mentioned when I first brought this topic up, but'm unfortunately-- oo

molten monolith
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unfortunately?

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why you are unfortunately?

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:0c

analog sinew
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too newbie to understand glue right now and don't even know where to begin with that technique

molten monolith
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do you know how glue works in real life?

analog sinew
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Though if there's a tutorial of it I'd be willing to watch it!

molten monolith
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if you want i can teach you how glue works

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i have 0 idea if there is a tutorial about the 2 dots lol

analog sinew
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If you're willing to stand my block headedness, then yeah absolutely! nicee

molten monolith
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there is one i believe but had some extra things that i did not understanded why

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dont worry about, here is a help channel after all, if you want i can even draw a circle and take pictures step by step

analog sinew
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bless I'd super appreciate it, explain it to me like I'm an idiot

molten monolith
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hahaha dw, i had been there too, give me a minute i draw the layers

analog sinew
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As in someone who doesn't know quick buttons and probably stares at menus for 15 minutes only to realize I'm in the wrong menu

upper copper
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again, sorry for insisting. But even before glue. I suggest trying only moving the center of the deformer while Kibu draws the layers.

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just to see how it looks

analog sinew
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I tried! It unfortunately deforms the whole thing :C

upper copper
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oh I mean the actual part itself. Not the deformer

analog sinew
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Unless you mean as non deformer which now that I show this I think you meant

upper copper
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bad phrasing

analog sinew
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YEAH...

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second

upper copper
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this is assuming the circle is 1 dot in the middle with dots around it.

analog sinew
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It is!

upper copper
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okay, then try that

analog sinew
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And even if it wasn't, easy try

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It does.... teeechnically work but it looks a bit... unnatural

upper copper
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yeah, it would be a really sharp image

analog sinew
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(I'd still love to learn glue so don't worry Kiba in any case your tutorial will not be of waste)

upper copper
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either way, the glue method will allow for the part to smear. So I would wait for that

analog sinew
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bongocat Thank you two for your patience and helping me out!

molten monolith
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ok i have my dot

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first let me give you a little context about glue

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Glue

Glue is a tool that connect 2 layers Mesh so they move as they are one
When selecting eac of them, they aregonna highlight the glued mesh in yellow or red, to label wich layer is wich color in the glue
red mesh = Red glue
yellow mesh = Green glue [no idea why this is like this but.... well]]
the glue brush tool helps you to change the dominance of each layer over the determined mesh

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i did this mesh for this dot [i draw a blurr edge just for this case]
and i made a copy of this circle
i will name them
Base
Tip

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2.- selecting both, you go in the mesh editor, select all the mesh, and click glue : bind

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you will se now it highlight showing you the mesh that has been glued

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now, i selected the tip, and created a rotator for it [can be a warp, im using a rotator just because i am not deforming it right now]

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i will rig the 9 keys of the X-Y movement of the tip
you will see now that it looks like the mesh does not move much (this is because by default, glue will give both layers 50/50 of the dominance

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if i turn the glue OFF you see both layers position [and when glue is ON, it goes to the middle because is 50/50 to each

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[if anything is confusing feel free to stop me ]

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now i click the glue brush and the glue label so i get inside of the glue [you can also click the glue layer in part tab]
you will see now everything looks highlighted as yellow, this is because is 50/50
i want the edges to be dominated by the base, and the center by the tip, so i will rebalance

analog sinew
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hi Where do I see is glue on or off?

molten monolith
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if you click normal it will paint red
if you hold shift, it will paint green here, i painted the edge green [because base is green] and the inside red [tip is red]

molten monolith
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i did the red-green super strong so it was easier to see
now that i balaned it, you can see, the edge of the mesh is where the base, and the inside is where the tip is

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i added a rotator to the base here, you practicaly can play here with what you like more or less, for example, if i want the "tail" to be smaller at the end, i can scale it down

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for example here i scaled the "base" to 10%, you see how the tail adapted to it

analog sinew
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I think I sort of get it

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I shall fumble around this, thank you!

molten monolith
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[i believe it would work better if you have a layer for the flat and another for the soft edge tho [XD i made it together just for visual porpuses]

analog sinew
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yeahh You may be right yeah... I shall test things out, will likely do a lot of headbanging against a wall before it ultimately clicks

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Do the vertexes of the two objects need to be idennnnntical now that I say it yeah pretty likely they need to be

molten monolith
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yes they have to be the same, because if not the glue can be weird

analog sinew
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wag Thank you!! Will play with it more tomorrow

analog sinew
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I hope you guys won't mind that I'm using this same ol' thread instead of making a new one since it relates to the same subject

I managed to get the glue working and all, but the movement right now is very angular and I know it's because the physics only have one pendulum in it, but because it moves on the 4 axels but also has the glue on it I'm not sure how to go about adding extra pendulum physics nyooron

molten monolith
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your physics is only 1 pendulum?

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but.. arent 2 parameters? x and y

analog sinew
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Y-yea but I just added them on their own physic settings... Should I had put them both on one? denchi

molten monolith
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not really, because they are diferent directions

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what you can do now is to creat maybe 2 parameters to make the line curve in the middle and that to activate with both x-y maybe could be blendshape so you can cancel it when they move in natural directions