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How avoid a rough transition like this

Posted: Sun May 10, 2020 5:15 am
by AndreAndre_1986
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
Video.rar
hip.rar
2020-05-10_151446.jpg

Re: How avoid a rough transition like this

Posted: Sun May 10, 2020 12:24 pm
by toadstorm
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.

Re: How avoid a rough transition like this

Posted: Wed May 13, 2020 11:57 am
by AndreAndre_1986
thank for reply. and i ' m very thankful for an update examples this
https://github.com/toadstorm/MOPS/wiki/ ... d-Falloffs