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View Full Version : XSI plug like LW's fertilizer plug?


mocaw
05-30-2006, 01:30 AM
For most "growing" I've just been using animated extrusions along a curv. For many situations this is more than ideal and I'm really happy. I do have some situations where the object is just too complex to use this in a timely manner. I've been shooting back and forth between LW and XSI on this since LW has a free plugin called Fertilizer-

http://www2.informatik.hu-berlin.de/~goetsch/Fertilizer/ (http://www2.informatik.hu-berlin.de/%7Egoetsch/Fertilizer/)

I'd love to stick in XSI since it's curv control ect. is much better than LW, so I was wondering if there is a plug like this for it. I've searched high and low...but nothing.

Thanks.

http://www2.informatik.hu-berlin.de/~goetsch/Fertilizer/wachsani6.avi

Sbowling
05-30-2006, 01:01 PM
If you told us what you are trying to do it would be easier to help. From what I've seen this plugin is basically just extruding along a curve, which is much, much simpler to do in XSI. What is giving you trouble?

mocaw
05-30-2006, 02:36 PM
"For most "growing" I've just been using animated extrusions along a curv. For many situations this is more than ideal and I'm really happy. I do have some situations where the object is just too complex to use this in a timely manner. I've been shooting back and forth between LW and XSI on this since LW has a free plugin called Fertilizer-"

With Fertilizer you can model any object, no mater how complex, and then using simple vertex map values tell it where to start and stop animating the extrusion- even control the speed etc. if you want. If I have 100 tendrils on a monster (which is basicly what I've been doing) it really helps. I know how to do it on an object like say a simple tree shape with multipul curvs timed for multipul extrusions, but I'm not insane enought to try it on something this complex (100 tendrils) nor do I currently have the scripting skills to figure it out. There is that tutorial on using particals to grow such things- but that is much slower and has more limitations in some ways.

Check out the plug and you'll see what I'm talking about by just watching a few of the vids.

http://www2.informatik.hu-berlin.de/~goetsch/Fertilizer/wachsani6.avi (http://www2.informatik.hu-berlin.de/%7Egoetsch/Fertilizer/wachsani6.avi)

The plugin seems to read each vertex value away from a defined area- and slowly re-build the mesh from that vertex polygon by polygon. It works VERY well.

shingo
06-03-2006, 04:12 AM
This could definitely be scripted. I'll see if I cand find time to get it doen this week and post it.

"For most "growing" I've just been using animated extrusions along a curv. For many situations this is more than ideal and I'm really happy. I do have some situations where the object is just too complex to use this in a timely manner. I've been shooting back and forth between LW and XSI on this since LW has a free plugin called Fertilizer-"

With Fertilizer you can model any object, no mater how complex, and then using simple vertex map values tell it where to start and stop animating the extrusion- even control the speed etc. if you want. If I have 100 tendrils on a monster (which is basicly what I've been doing) it really helps. I know how to do it on an object like say a simple tree shape with multipul curvs timed for multipul extrusions, but I'm not insane enought to try it on something this complex (100 tendrils) nor do I currently have the scripting skills to figure it out. There is that tutorial on using particals to grow such things- but that is much slower and has more limitations in some ways.

Check out the plug and you'll see what I'm talking about by just watching a few of the vids.

http://www2.informatik.hu-berlin.de/~goetsch/Fertilizer/wachsani6.avi (http://www2.informatik.hu-berlin.de/%7Egoetsch/Fertilizer/wachsani6.avi)

The plugin seems to read each vertex value away from a defined area- and slowly re-build the mesh from that vertex polygon by polygon. It works VERY well.

mocaw
06-03-2006, 07:17 AM
Thank you! I hope some day I can learn enough scripting to help out people as well. Thanks!

Sbowling
06-03-2006, 01:19 PM
Check out the plug and you'll see what I'm talking about by just watching a few of the vids.


I watched the tutorial that was linked from the site and it just showed an extremely overcomplicated way of doing an animated extrusion along a path. :shrug: After watching the other videos, it looks like it's using the weight map to push the polygons out along the normal relative to the previous points position or something like that. I'm sure someone more competent at scripting than myself should be able to recreate this fairly easily.

You could also probably fake the specific one you linked to with an animated boolean, since everything moves at pretty much the same speed.

mocaw
06-03-2006, 05:09 PM
You actully only need 1 point to have a weight of 0 and the rest can have 100%. The plug does the rest. It just seems to go vertex to vertex from there so that if you have shorter branches and longer ones they look to take longer. It doesn't acount for distance or anything like that, so the density of your mesh is a major factor as to how believeable the effect is.

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