Add some operators for mesh control.
#1
hey,Tyson!

Can operators such as "bend", "twist", "melt" and "rebound" be added?
Operators can achieve the effect that modifiers cannot achieve. If they are all operators, we can achieve different program animation. Of course, more importantly, we can apply program animation to a complete product. Instead of a simple "reference" animation.
Shape can only refer to one animation, and the operator can apply this animation to individual particles.
What's the difference? For example, for a car, each part needs a "bending animation" (elastic animation, melting animation, etc.), so the agent can't express this animation, and the operator can easily solve this thorny problem. Do you agree?
thank you

Another more important thing is that the effects of Max modifiers are unified. If these are changed into operators, there will be infinite space in program animation. Will no longer be limited by max. Can reach an unprecedented level of freedom and.
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#2
Unfortunately tyFlow isn't well suited for deformation modifiers. Anytime a mesh in tyFlow is changed, it is internally duplicated....every internal mesh of tyFlow is static. So for example, if you had a Bend operator on 1000 particles and animated their bend over 100 frames...that would result in 100,000 internal meshes being generated, which is not great for RAM consumption. Maybe someday this will change but currently tyFlow isn't designed for those kinda of mesh deformations.
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#3
Well, thank you for your answer. I probably understand. I hope it will happen in the future
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#4
(05-10-2022, 01:40 PM)tyFlow Wrote: Unfortunately tyFlow isn't well suited for deformation modifiers. Anytime a mesh in tyFlow is changed, it is internally duplicated....every internal mesh of tyFlow is static. So for example, if you had a Bend operator on 1000 particles and animated their bend over 100 frames...that would result in 100,000 internal meshes being generated, which is not great for RAM consumption. Maybe someday this will change but currently tyFlow isn't designed for those kinda of mesh deformations.

If you change the dynamic attribute of bend to static, is there no such problem? Even if bend is static, it can do a lot of things.

Similar to the displacement operator.

For example, it only changes the final shape of the object and does not record the animation.
You can refer to the "Displace" operator. Do you think this idea is feasible?
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