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From: Tim Nikias
Subject: Birth-Field Rotation adds Inertia... (312kb MPG)
Date: 28 May 2002 18:21:05
Message: <3CF402A5.3B9581FC@gmx.de>
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So, here's what I implemented today...
My system takes the birth-field, applies the
transformations given with a macro,
and calculates inertia from that.
300 Particles pop into existance on the
box and are thrown out into space that way.
150 frames, 20 minutes total to parse+trace.
Tomorrow I'll check if transformation and
path-animation combined will give the correct
results of inertia...
Suggestions, questions?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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Attachments:
Download 'bft_rot.mpg' (313 KB)
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Woah... you made a particle system animation loop? Impressive.
- Slime
[ http://www.slimeland.com/ ]
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Nice. Make them glows for extra effect.
MJL
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From: Tim Nikias
Subject: Re: Birth-Field Rotation adds Inertia... (312kb MPG)
Date: 29 May 2002 00:25:22
Message: <3CF4581F.253E5141@gmx.de>
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Slime wrote:
> Woah... you made a particle system animation loop? Impressive.
What you probably don't know: The System is non-I/O,
so looping isn't that difficult...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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From: Tim Nikias
Subject: Re: Birth-Field Rotation adds Inertia... (312kb MPG)
Date: 29 May 2002 00:26:10
Message: <3CF4584E.82E649E3@gmx.de>
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Mark James Lewin wrote:
> Nice. Make them glows for extra effect.
>
> MJL
Perhaps for a different animation. This was just
a test of the algorithm, nothing to look funky...
Thanks though!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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Tim Nikias wrote:
> Slime wrote:
>
> > Woah... you made a particle system animation loop? Impressive.
>
> What you probably don't know: The System is non-I/O,
> so looping isn't that difficult...
Looping animations with particle systems is no harder than looping animations
without any sort of particle system. You just have to make sure your particle
emitter behaves the same way at the start and end of the loop, and that you
calculate a full loop's worth of particles for the first frame.
Whether you are using an I/O basis for your particle system or not does not make
things more difficult, in my opinion.
MJL
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From: Tim Nikias
Subject: Re: Birth-Field Rotation adds Inertia... (312kb MPG)
Date: 29 May 2002 11:09:58
Message: <3CF4EF31.7E2C59A3@gmx.de>
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You may be right about that.
It depends on the perspective, I guess. In an
I/O system, I tend to see it as a frame-by-frame
basis, data is altered, saved. No knowledge of
origin.
In my non-I/O system, everything is defined
with graphs/functions, so at any given time,
I could check for any given moment in a lifetime
of any particle. So I'm not really pre-processing
for the first frame. It's all just there.
But you're right. It doesn't make things easier or more
difficult. It's just different.
Mark James Lewin wrote:
> Tim Nikias wrote:
>
> > Slime wrote:
> >
> > > Woah... you made a particle system animation loop? Impressive.
> >
> > What you probably don't know: The System is non-I/O,
> > so looping isn't that difficult...
>
> Looping animations with particle systems is no harder than looping animations
> without any sort of particle system. You just have to make sure your particle
> emitter behaves the same way at the start and end of the loop, and that you
> calculate a full loop's worth of particles for the first frame.
>
> Whether you are using an I/O basis for your particle system or not does not make
> things more difficult, in my opinion.
>
> MJL
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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From: Rune
Subject: Re: Birth-Field Rotation adds Inertia... (312kb MPG)
Date: 29 May 2002 11:56:14
Message: <3cf4fa1e@news.povray.org>
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Mark James Lewin wrote:
> Looping animations with particle systems is no
> harder than looping animations without any sort
> of particle system. You just have to make sure
> your particle emitter behaves the same way at
> the start and end of the loop, and that you
> calculate a full loop's worth of particles for
> the first frame.
That's not completely precise. You have to calculate a whole particle
lifetime for the first frame and that may be more or less than a full
loop.
However, it won't work at all in systems that support particle
interaction, because when there is particle interaction, the effect of a
specific particle will last even after the particle dies.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated May 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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Just a different version...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
Post a reply to this message
Attachments:
Download 'bft_rot_media.mpg' (313 KB)
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Rune wrote:
> Mark James Lewin wrote:
> > Looping animations with particle systems is no
> > harder than looping animations without any sort
> > of particle system. You just have to make sure
> > your particle emitter behaves the same way at
> > the start and end of the loop, and that you
> > calculate a full loop's worth of particles for
> > the first frame.
>
> That's not completely precise. You have to calculate a whole particle
> lifetime for the first frame and that may be more or less than a full
> loop.
Yes, you are right. But I was close :-)
> However, it won't work at all in systems that support particle
> interaction, because when there is particle interaction, the effect of a
> specific particle will last even after the particle dies.
That's true too, but considering Tim's system doesn't have p-p interaction,
neither does yours, and my implementation of it in SDL is too slow to be really
useful, cyclic interactive particle animations are a non-issue at the moment
anyway.
MJL
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