#A trail that follows finger corners
123 messages · Page 1 of 1 (latest)
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
looks like you synthesized the courners automaticaly instead of manualy
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
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....?
How is the rotation deformer used?
It's not, I was wondering is that the answer
Here's me fiddling with it in the editor to maybe show it a bit
You will have to rig the corner's of the those two parameters
I think you could get away with it by using blend shape instead of regular parameters
But you will have to redo it
It's not hard to do so I don't mind redoing it! Lemme watch a quick tutorial on blendshapes though
forgive the crude drawing but you cold also try this
That way, the transition of movement to the corners would be smoother
as a solution instead of using blend shapes, that is
Doing that works when moving from W to SW, but then again breaks when going to S despite doing similiar modification to it 
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....?
In theory, yes
blendshapes does not have courners, that would make your courners to look like a big instead of a angled line
Ah-!
thats why i asked if you used the synthesized
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
mmm by been manualy there were some issues
can you take a 3x3 picture of all keyforms?
the 3x3 key frames work, but the issue is with the transitional period between the side and the corners (based off the video)
the problem is that the deformation dont really make sense is not uniform
thats why i asked for hte 3x3 picture to see them clearly
for example this keyform... i would not say "it works"
Oh yeah, those I did not do
I only did the left side to test it out
Sorry, should've left them out of the video
that is why i asked for the 3x3 pictures, so i could see better instead of just saying something << >>
Sorry sdlfgjkh a second! I managed to break something so digging backups to a working file
Like so?
mm well that works [that would be just 3/9 but its ok
The problem is inbetween all the transitions so figured it was enough
yes that is why i wante the pictures

you know how linear movement works right?
Iii think so! All the points are looking for the straightest way from A to B which is why it's all bendy
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?
and you left a full half there without touch
but when Y moves to positive or negative
you moved almos 3/4 of the esquare and left only 1/4 without touching
that is also affecting
Oh yeah I see now why I should've given also N/S positions
Sorry for being such a headache
is not, dont worry about it
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
because movement is linear, you stretched areas that were not in other keys creating some effects also that probably you didnt wanted at all
Maybe if you moved the center point and left the edges alone, it could be cleaner
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
Hmmmm.....
the problem that by balancing here you created a movement extra that was not there
it didnt make sense
look at this example https://twitter.com/Kibu_chan/status/1687538900284145664/video/1
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
that also affects the deformation, the distances
now, another option that is like
10 times easier
is to do a 2 circle dots glue technique
Mmm looks good! But sorry I don't quite understand how to fix it
💦 I understood it as doing it like the following images but it still creates an ugly inbetween
Oh frick it only sent one
try moving only center instead.
I heard the 2 circle dots glue method being mentioned when I first brought this topic up, but'm unfortunately-- oo
too newbie to understand glue right now and don't even know where to begin with that technique
do you know how glue works in real life?
Though if there's a tutorial of it I'd be willing to watch it!
if you want i can teach you how glue works
i have 0 idea if there is a tutorial about the 2 dots lol
If you're willing to stand my block headedness, then yeah absolutely! 
there is one i believe but had some extra things that i did not understanded why
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
I'd super appreciate it, explain it to me like I'm an idiot
hahaha dw, i had been there too, give me a minute i draw the layers
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
again, sorry for insisting. But even before glue. I suggest trying only moving the center of the deformer while Kibu draws the layers.
just to see how it looks
I tried! It unfortunately deforms the whole thing :C
oh I mean the actual part itself. Not the deformer
Unless you mean as non deformer which now that I show this I think you meant
bad phrasing
this is assuming the circle is 1 dot in the middle with dots around it.
It is!
okay, then try that
And even if it wasn't, easy try
It does.... teeechnically work but it looks a bit... unnatural
yeah, it would be a really sharp image
(I'd still love to learn glue so don't worry Kiba in any case your tutorial will not be of waste)
either way, the glue method will allow for the part to smear. So I would wait for that
Thank you two for your patience and helping me out!
ok i have my dot
first let me give you a little context about glue
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
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
2.- selecting both, you go in the mesh editor, select all the mesh, and click glue : bind
you will se now it highlight showing you the mesh that has been glued
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]
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
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
[if anything is confusing feel free to stop me ]
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
Where do I see is glue on or off?
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]
oh, on the picture where i am selecting the glue [when i separated it, in the inspector you can see "compatibility 0%" <- because i turned it off
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
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
for example here i scaled the "base" to 10%, you see how the tail adapted to it
[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]
You may be right yeah... I shall test things out, will likely do a lot of headbanging against a wall before it ultimately clicks
Do the vertexes of the two objects need to be idennnnntical now that I say it yeah pretty likely they need to be
yes they have to be the same, because if not the glue can be weird
Thank you!! Will play with it more tomorrow
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 
Y-yea but I just added them on their own physic settings... Should I had put them both on one? 
