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Cybersonics 103 Animation Teaser...
on ChannelsUsed pCont do
( pCont.useTime = true pCont.useInteger = true pCont.usePosition = true pCont.useSpeed = true ) on Init pCont do ( count = pCont.NumParticles() --random targets for i in 1 to count do ( pCont.particleIndex = i pCont.particleInteger = random 0 23 ) ) on Proceed pCont do ( count = pCont.NumParticles() for i in 1 to count do ( pCont.particleIndex = i --determine distance from origin (correct straying particles) point = pCont.particlePosition dist = sqrt ((point.x * point.x) + (point.y * point.y)) dist = sqrt ((dist * dist) + (point.z * point.z)) --adjust stray particles if dist > 50 then ( if point.x > 0 then pCont.particlePosition.x = pCont.particlePosition.x - .25 else pCont.particlePosition.x = pCont.particlePosition.x + .25 if point.y > 0 then pCont.particlePosition.y = pCont.particlePosition.y - .25 else pCont.particlePosition.y = pCont.particlePosition.y + .25 if point.z > 0 then pCont.particlePosition.z = pCont.particlePosition.z - .25 else pCont.particlePosition.z = pCont.particlePosition.z + .25 ) --set target position sel = execute("$conn_target_" + pCont.particleInteger as string + ".pos") --find vector of separation vect = sel - pCont.particlePosition --set target finding pCont.particleSpeed = vect / 1000 --success test, is particle considerably close to target? if ((vect.x > -4) and (vect.x < 4)) and ((vect.y > -4) and (vect.y < 4)) and ((vect.z > -4) and (vect.z < 4)) then ( --choose new target at random old = pCont.particleInteger do ( num = random 0 23 if not (old == num) then new = true ) while new = false pCont.particleInteger = num --store position pos = pCont.particlePosition --spawn new on success pCont.AddParticle() pCont.particleIndex = pCont.NumParticles() pCont.particlePosition = pos do ( num = random 0 23 if not (old == num) then new = true ) while new = false pCont.particleInteger = num ) ) ) on Release pCont do ( ) |
Re: Cybersonics 103 Animation Teaser...
*scratches head* what?
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Re: Cybersonics 103 Animation Teaser...
HOLY WOW THAT'S AWESOME.
... but what does it do...? lol |
Re: Cybersonics 103 Animation Teaser...
So.... why use maxscript when you could do most of this with Particle Flow system? Or am i missing something?
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Re: Cybersonics 103 Animation Teaser...
Whatever it is, I bet it's awesome... :]
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Re: Cybersonics 103 Animation Teaser...
MAXscript allows for recurring transformations to occur when you want them to (like when an object nears a target). There are just some things that are really inefficient using the graphical system. That is the nature of a GUI.
This is just an ambigous way of posting the main focus of our storyline without giving it away yet. Hope everyone is doing well and on track for the fast approaching deadline. |
Re: Cybersonics 103 Animation Teaser...
Hey! Don't bash the GUI :-P
I liked your animation a lot last year and this year it looks like it will be awesome again. Deadlines... oh boy. Team 75 is attending both the PA and NJ regionals, so I'll see you there! Later. |
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Re: Cybersonics 103 Animation Teaser...
Make a scene. Have particles chase a target. Once successful, have them chase another target at random in the scene. Do that without a script and with one event. I want to know how!
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Re: Cybersonics 103 Animation Teaser...
It depends how you set it up in the event manager as to how well it would work, but i bet if you do it right it would work within the GUI, but scripting seems easier then taking the time and testing them out. Good job with the script, did you do it through tutorial??? or was it all purely thought up with a bit of inspiration????
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Re: Cybersonics 103 Animation Teaser...
No tutorial. Just the reference file and the index.
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Here is the scene file: http://web.mit.edu/~levpopov/Public/...rticleflow.max Here is the rendered sequence (30sec - 11mb, sorry): http://web.mit.edu/~levpopov/Public/...rticleflow.avi Particle Flow systems are awesome. |
Re: Cybersonics 103 Animation Teaser...
Whoa. Perhaps i stand very corrected. Nice work. I will look at the scene ASAP (no max at home).
-Brandon |
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