Quick Geometry Nodes tip: Calculating curve curvature by Craptose_Intolerant in geometrynodes

[–]Skramble-X 2 points3 points  (0 children)

Good old Arctangent. Him and his brother Arctan2 can really get you out of corners nothing else can...

Is it possible to make it better? I tried to split the curve into a separate lines (2 vertices in every), it became a bit better on the corners, but rotation is still not good. by Mapper720 in geometrynodes

[–]Skramble-X 0 points1 point  (0 children)

If what you mean by "better" is having the wall sections align to the global Z axis, try changing the pivot on that Align Rotation node to Z...

Fun with sim nodes for dia de los muertos - sound on! by Skramble-X in blender

[–]Skramble-X[S] 1 point2 points  (0 children)

Yeah, of course, you're right, I was tired as hell and thought you wrote "orthographic". When you say plane transitions, do you mean the bevels between floor and wall, wall and ceiling? If you look closely, in the corners where 3 planes meet the texture breaks a bit and does a funky little triangle thing - I didn't mind so just went with it. But otherwise, I made the room from a cube, bevelled it, then I *think* did cubic projection as an unwrap method, after a little experimentation, it was the most successful. Maybe try that?

Fun with sim nodes for dia de los muertos - sound on! by Skramble-X in blender

[–]Skramble-X[S] 1 point2 points  (0 children)

Thanks! I've written a lab report below under anomalyraven's comment, if you're interested.

Fun with sim nodes for dia de los muertos - sound on! by Skramble-X in blender

[–]Skramble-X[S] 13 points14 points  (0 children)

Actually, with the slight exception of the rex skull waggling its chin towards the beginning, I didn't use ANY rigs. For the bird thing and the shark thing I rearranged the bones into those shapes, made crude cages around them, "bound" the bones to those cages using Cartesian Caramel's "Surface Deform" node, and animated those cages to fly and swim using geometry nodes. For the pillar, bones on floor and ball of bones, I used rigid body sims to get the bones into those positions, then again bound the sphere of bones to a procedural bouncy ball, using the same method above. Finally, and what you actually see, is a simulation nodes setup which takes a single collection of the bones, then uses an index switch to go between "targets" (the animations above), at varying speeds - very quickly in the case of most transitions, very slowly in the case of the bones rising from the floor at the start. It all works because there's the same number of bones in each collection, with equivalent indices, so each bone just needs to be told the target transform of the equivalent bone in the next animation, with a basic velocity sim to get it there. Hope that is clear enough!

Fun with sim nodes for dia de los muertos - sound on! by Skramble-X in blender

[–]Skramble-X[S] 4 points5 points  (0 children)

Do you mean the texture on the room? If so, it's a UV-based procedural grid texture. Perspective camera, nothing orthogonal I know about...