I have been wondering, is there any standars way of morphing an ssc beetween any 2 specefic shapes? I tried to look into some of jherico's presets, but couldnt figure out.
Any help would be appreciated.
Thanks.
Morphing ssc's
5 posts
yes...it is very easy
x1a=...(insert code here);
y1a=...;
z1a=...;
x2b=...;
y2b=...;
z2b...;
x1=x1a*p+(1-p)*x1b;
y1=y1a*p+(1-p)*y1b;
z1=z1a*b+(1-p)*z1b;
p is a value from 0 to 1.
btw...this was in the tips and tricks thread. you should have searched the forums. also there is instructions on how to do it with three variables.
of course, you can also get cool effects if you use seperate variables for p for x, y, and z (i.e. use px, py, pz) this way, you will have much more variation in the SSC.
x1a=...(insert code here);
y1a=...;
z1a=...;
x2b=...;
y2b=...;
z2b...;
x1=x1a*p+(1-p)*x1b;
y1=y1a*p+(1-p)*y1b;
z1=z1a*b+(1-p)*z1b;
p is a value from 0 to 1.
btw...this was in the tips and tricks thread. you should have searched the forums. also there is instructions on how to do it with three variables.
of course, you can also get cool effects if you use seperate variables for p for x, y, and z (i.e. use px, py, pz) this way, you will have much more variation in the SSC.
this really wasnt in the tips and tricks thread.. to search for it you would of had to know that it uses linear filtering method to achieve its ends.. [the x=b*pt+c*(1-pt) part]
But yeah, its reasonably easy as long as you understand how it works.
But yeah, its reasonably easy as long as you understand how it works.
dude, that was not cool...i wrote an explanation on this for about ten minutes this morning and my comp decided it wasn't going to post it. 😠
i'm going to go shoot myself now u_u
i'm going to go shoot myself now u_u
The general rule is:
To morph between n shapes, pick weights w1, w2, ..., wn. So that
n
Σ wi = 1 (and usually 0 < wi < 1)
i=1
For coordinates xi, yi, zi, you calculate:
   n
x=Σ wi* xi
   i=1
To generate these with uniform spread is not very easy though, and it's probably more useful to keep n=2 and morph from shape to shape rather than mixing all of them together.
To morph between n shapes, pick weights w1, w2, ..., wn. So that
n
Σ wi = 1 (and usually 0 < wi < 1)
i=1
For coordinates xi, yi, zi, you calculate:
   n
x=Σ wi* xi
   i=1
To generate these with uniform spread is not very easy though, and it's probably more useful to keep n=2 and morph from shape to shape rather than mixing all of them together.