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3D movement

9 posts

uNDefineD#

3D movement

After wracking my brains over EL-VIS's DMs, I finally figured out how he does it. Here is my venture into the 3D AVS world. Along with a quick trial at solid SSCs. Please give feedback, I need to know if I'm on the right track.

Keep in mind I'm new at this...
Jaheckelsafar#
Hmm... not very dynamic. Not bad for a first try at 3D, but you can do better. Work with it. Make the movement respond to the beat somehow. Maybe make it tilt on the x axis as well. THere's loads you can do. You got a good start though.
UnConeD#
Oh and you're doing a quite important thing wrong:
instead of rotating around the Y axis, you skew it only in the Z direction. So the distance between your squares increases as the tilt grows larger.


horizontal .----.----.----.----.

rotated .
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skewed
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uNDefineD#
Originally posted by UnConeD
Oh and you're doing a quite important thing wrong:
instead of rotating around the Y axis, you skew it only in the Z direction. So the distance between your squares increases as the tilt grows larger.
Well I thought that looked okay from a certain POV, but here's another go. With some dynamics for Jaheckelsafar. 🙂
Nic01#
I didn't see much change... fix the stretching prob will ya?
The reason that the preset doesn't look dynamic is because it only allows speed change in 1 direction.

Attached is my remix which have "some" changes from the origina; version.
uNDefineD#
Nic: You are looking at the second one right? UNDER UnConeD's post?

EDIT: Yes you are. Never mind. 😳
uNDefineD#
Anyway, I have no idea why the thing was stretching like that, neither do I know why separating the DMs fixed it. But here's the next version.

BTW Nic, I don't think blending one of those DMs was necessary. It just made it look a bit ugly IMO.
Nic01#
I blended another DM because I was bored 😛

My preference for your preset :

First DM OnBeat :

bfrx=rand(21)/50-0.2;
bfry=rand(21)/50-0.2;

Second DM OnBeat :

bfrz1=rand(21)/50-0.2;
bfrz2=rand(21)/50-0.2;

Pixel :

x1=x; y1=y;
z1=(x*sin(frz1)*2)+(y*sin(frz2)*2)+1.2;
x=x1/(1+z1);
y=y1/(1+z1);
alpha=z1+0.5;

Blend on.

Add a buffer save, a clear screen before the 2nd DM. Set 2nd DM to 1st buffer.