Flipping Cards

October 29th, 2008

The task at hand is an array of cards that should be flipped by 180 degrees. The solution should be as flexible and as easy to setup as possible.

Creating the array is pretty easy. Create a new box object, scale it down a little and for the looks apply two different shaders to each side. Duplicate this card like 9 times in X direction and the resulting 10 objects again 9 times in Y direction.

Select the cards and run RampRotate.

If everything went fine you should now have 100 cards attached to 100 ramps and one called masterRamp. All ramps get their info from this master ramp. Animating the masterRamp drives all others as well. The rotation around Z is attached to the red value of the ramp. The higher the red the bigger the rotation.

If you want the rotation to be different than Z just edit the script at the location before the ROTATION AXIS comment.

Cards

Welcome to the real world …

June 30th, 2008

… was possibly the most striking headline I could think of when it came to this:

As you already know SmartDuplicate includes a powerful tool called Generize. It was born in June 2007 when a member of the Maya forum percutio asked for a very special tool that would allow for the distribution of objects on other objects. Since at that time there was no way to do things like this in Maya the Generize module was born.

Now, that a year has gone by, things have developed exceptionally well, SmartDuplicate has been picked up by architects and was even the fundamental base for a workshop I held at the Technical University Braunschweig in April/May 2008.

The last and most exciting step was to transform what once was just virtual into something real. This step was entirely done by alphacam using their RP machines.

Beginning July, 18th 2008 you have the great chance to see these models in an exhibition in Berlin, Germany. The Architektur Galerie Berlin is going to show real-smartDuplicate models in the Mediationen exhibition until August, 16th 2008.

If you’re interested in this, don’t miss it!

Maya Plugin Power

May 29th, 2008

Today I received a copy of the book that’s depicted on the left. The author, Mark Jennings Smith, has done a marvellous job by compiling the most exciting plug-ins available for Autodesk Maya in one place. ticket01 got a whole chapter [p.247 - p.283] where Seamour, Wire and SmartDuplicate are being described in full detail. Thanks Mark and all the best for the book from us!

Particle Games IV

March 16th, 2008

The latest addition the the Particle Tools includes an option to pipe the output of the ParticleMuxer into a new particle shape giving artists the possibility to create astonishing effects with lots of particles that can be rendered by the GPU. The video below uses an emitter creating point particles that are influenced by a gravity field and an image based displacement node coming with the Particle Tools.

Particle Games III

March 14th, 2008

The second support node for the free Particle Tools inside the t01.mufpi project is now officially out. The so called “imageBasedDisplacement” does what you probably already assume by its name, it offsets particles based on texture information. The video below is a quick test of an emitter spitting out particles that are influenced by an animated, rotating checker texture.

Particle Games II ;)

March 9th, 2008

I know that some of you folks are really anxious to play with the new particle nodes and I hope to release them very soon. For the time being I just wanted to release a little video that came into being while testing the interaction between emitted particles and the rayIntersect node.

Particle Games

March 8th, 2008

In conjunction with some other stuff I was planning to do regarding particles and the instancer in Maya there was an interesting thread coming up on percutio.com [german] which discussed the possibility to create some sort of pinscreen object in Maya. Although that didn’t seem to be too hard of a problem at first it was a really tedious process to come up with a solution that doesn’t involve a lot of manual setup. Scripting had certainly to be done but this alone proved to be too slow and most of all the animation problem and maybe a real-time feedback during setup where lacking. So I took some hours to create the first ones of some nodes that deliver an easy possibility of manipulating the particle data stream going to the instancer. The first results are shown in the little video below.

LiveWire extended

February 27th, 2008

Today I came across this thread on CGTalk. Basically the problem was how to create an equidistant inset on a face. Since I’m not that much of a modeler I never was in the position to ask that question. But after I read the post it was clear that there’s already a solution that can deal with non-convex polygons of (nearly) any shape. And I only add “nearly” since I haven’t stumbled upon that crazy polygon that will screw my day ;)

As the topic already mentions, the solution to that problem is a little check box, and some code I added, in LiveWire. It’s now edge loop ready ;) The picture below shows the new face that is being inserted when using the “Keep Faces” option in LiveWire.

Complex Edge Loop with LiveWire

Live Wire: Second Chapter

January 18th, 2008

Well, yesterday I showed you a litte video about the upcoming Live Wire node. All I can say is that the performance of that node has been optimized by factor 20 :) and that it will be released by tomorrow. For starters there’re some images that were created with this new tool.

SuperWireTorus

Soccer Ball Hard Wire

Soccer Ball Subd Wire

Live Wire: Turn your wireframes to life!

January 16th, 2008

The video below should give you an impression of a new feature that will be included in the freely available t01.mufpi project. This is an very early stage an should be considered experimental but it won’t take long until I’m going to release it to the public.

What does it and why did I create it?

What: This node creates a (geometric) wireframe representation of an input mesh. This representation is a mesh itself. The inset, meaning how “thick” the wires are, can of course be altered.

Why: One reason were the many topics with this or a similar question: “How to create a wire object from a mesh?” I found in various CG forums. Another reason is my cooperation with lots of people that work in architecture. They often start creating a building using a mesh as hull object and need a wire representation of a mesh.