Planetside Software Forums

General => Image Sharing => Topic started by: Dune on June 01, 2017, 02:22:50 AM

Title: Rotation
Post by: Dune on June 01, 2017, 02:22:50 AM
I was working on an ancient marsh path, and thought that it would be great if you could choose the rotation angle (0-360º) to be over Y (default), X or Z of a population of objects. Or better still, have a variety of objects spread across a surface as if it were one. I had made this piece of wood. A horizontal version rotated wrongly (I needed a series perpendicular to the path), so I tried a vertical one, rotated over X by 90º, but the result was the same. So that doesn't work. The repetition is there, I'm afraid, but I'll do some postwork on it.
I can of course make one object consisting of a differing series of beams, but that's too much work for now.
Title: Re: Rotation
Post by: DocCharly65 on June 01, 2017, 07:23:36 AM
I don't have any helpful idea but anyway the result look good so far.
Title: Re: Rotation
Post by: bobbystahr on June 01, 2017, 03:05:55 PM
you can rotate the reference object in the transformation dialogue in the parts shader where you control the size as well
the column imported laying flat and after that rotation needed raising 100 m

tgd included to save on screen grabs but the info is all there.
Title: Re: Rotation
Post by: Dune on June 02, 2017, 02:36:47 AM
Quoteso I tried a vertical one, rotated over X by 90º, but the result was the same
;)

I did just that, Bobby, but it doesn't work. Rotation of instances then still rotates them over Y. I want to have a cylinder that rolls over ground, so to speak, not twists around its center.
Title: Re: Rotation
Post by: bobbystahr on June 02, 2017, 03:43:35 AM
Quote from: Dune on June 02, 2017, 02:36:47 AM
Quoteso I tried a vertical one, rotated over X by 90º, but the result was the same
;)

I did just that, Bobby, but it doesn't work. Rotation of instances then still rotates them over Y. I want to have a cylinder that rolls over ground, so to speak, not twists around its center.

oops, I misunderstood your requirement...sorry. So you need a cylinder with a Y vertical so when you lay it down it rolls on the Y axis...
Title: Re: Rotation
Post by: Dune on June 02, 2017, 04:22:07 AM
It should roll like this:  https://www.youtube.com/watch?v=whET4omf9pk (https://www.youtube.com/watch?v=whET4omf9pk)
Title: Re: Rotation
Post by: Hannes on June 02, 2017, 05:04:47 AM
Did some tests as well. I imported two log objects: a horizontal oriented one, and one vertical. As you said, didn't work. Too bad!
Seems there is no other way but either importing a whole logs object or mixing several populations of one object with rotated instances.
Title: Re: Rotation
Post by: KlausK on June 02, 2017, 06:04:58 AM
Having one of those moments where I seem to understand ...nada...
the rolling cylinder thing I understand but, this can`t be all there is to it.
Or you guys would have figured it out for sure  :-[

Maybe populating different plane objects instead of having the pop on the planet/terrain.
Would make it easier perhaps to randomly distribute the logs and lining up the pops.
But as I mentioned, not really understanding what you are after in the scene context.

Whatever, here are some rolling logs.
cheers, Klaus
Title: Re: Rotation
Post by: Dune on June 02, 2017, 06:11:56 AM
Ah, that's an idea. If the ground is pretty flat and populating on a perpendicular (standing) plane with full rotation, that could to the trick... could; I wonder if it would still rotate along Y.... They don't have to really roll, but I'd like one not too straight log/branch to be seen from different sides, but all lying in a row, if you get my point.
Title: Re: Rotation
Post by: KlausK on June 02, 2017, 07:05:02 AM
I think I get it now.
My solution is almost too obvious to be what you need but, what about using the "Editing" function of the population?
Every single instance can freely be rotated, transformed, scaled about any axis.
Maybe not the quickest technique to use it with hundreds of instances but for 50 or so it might be ok.
cheers, Klaus
Title: Re: Rotation
Post by: Dune on June 02, 2017, 07:32:09 AM
Yes, I have thought of that too, but it's too much work, rotating a hundred or so. I wanted a fast solution  ;)
Title: Re: Rotation
Post by: Dune on June 02, 2017, 10:54:29 AM
Small render from a low pov, with a romantic couple of prehistorians.
Title: Re: Rotation
Post by: DocCharly65 on June 02, 2017, 12:12:11 PM
Beautiful view :)
Title: Re: Rotation
Post by: bobbystahr on June 02, 2017, 12:35:09 PM
Sweet render, the birds are a nice touch.
Title: Re: Rotation
Post by: cyphyr on June 02, 2017, 04:41:00 PM
Sweet Track :)
is it ?
Title: Re: Rotation
Post by: luvsmuzik on June 02, 2017, 06:04:43 PM
 :o He is trying to reinvent the wheel. Early physics 101. ;D
Title: Re: Rotation
Post by: Dune on June 04, 2017, 02:40:59 AM
I had made this on a very small planet (radius 6000m or so) to get a certain effect for the client. But now I increased size again, tore the atmo's off and on again (or it wouldn't work), and rendered another view. Only thing (afaik) wrong is the spoked wheels (2000 years ago). Used 2 beams intermittently to cover the track, which sort of gives a bit more variety, without too much effort.
Populating on a vertical plane and using 360º rotation doesn't work.
Also, I still don't understand why a populating with an area size the same as the spacing (and spacing variety zero) doesn't give any instances when anchored to planet, but it does when free floating. Another thing I don't understand is why with zerozero rotation you don't get any instances.
Title: Re: Rotation
Post by: fleetwood on June 04, 2017, 08:07:02 AM
Looks great. Guess the girl was his imagination.
Title: Re: Rotation
Post by: KlausK on June 04, 2017, 09:24:00 AM
Hey,

is this what you mean? I get a normal population when all rotations are set to zerozero.
And this: "Also, I still don't understand why a populating with an area size the same as the spacing (and spacing variety zero) doesn't give any instances when anchored to planet, but it does when free floating."

Does not make any difference for me.
Area is a=30, b=1
Sitting on planet I get 1 instance when I set Object spacing a=30 and b=1. What I would expect, actually.
Setting the Anchor to Free Floating gives the same result here.

Or am I getting it wrong again?
cheers, Klaus

ps: I am taking off for a 3 week trip any minute now, so don`t think I am rude not answering anymore ;) see ya!
Title: Re: Rotation
Post by: Dune on June 04, 2017, 09:40:29 AM
Strange. Perhaps something has changed to the newest build I'm working in. I'll test again. If you still read this (guess not): have a good time.