Hi .This is an old problem. Earlier, I tried to solve it myself but I didn’t achieve success, I just masked it, now I want to ask a question how to avoid a rough transition like this
How avoid a rough transition like this
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- Posts: 33
- Joined: Sun Jan 19, 2020 1:07 am
How avoid a rough transition like this
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Re: How avoid a rough transition like this
Okay, I think this is an issue with the "Radial Wipe" falloff type. It's getting confused about what's inside or outside the fan, based on the way the ranges are being animated. I need to spend some time figuring out if this is a bug on my end, or just a problem with the way you're animating those channels.
In the meantime, if you need to create a similar wipe effect a bit more reliably, you could probably use a spherical Shape Falloff, translate it so that it's affecting part of your ring of points, and keyframe the scale to affect more or less points. Then connect a MOPs Transform Falloff node to the second input of the Shape Falloff, and rotate it from the center of the ring to make the whole thing spin around.
In the meantime, if you need to create a similar wipe effect a bit more reliably, you could probably use a spherical Shape Falloff, translate it so that it's affecting part of your ring of points, and keyframe the scale to affect more or less points. Then connect a MOPs Transform Falloff node to the second input of the Shape Falloff, and rotate it from the center of the ring to make the whole thing spin around.
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- Posts: 33
- Joined: Sun Jan 19, 2020 1:07 am
Re: How avoid a rough transition like this
thank for reply. and i ' m very thankful for an update examples this
https://github.com/toadstorm/MOPS/wiki/ ... d-Falloffs
https://github.com/toadstorm/MOPS/wiki/ ... d-Falloffs