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I might be at OFFF Barcelona as we speak (and meeting some of you in person!) but I managed to sneak a new tut before flying out.

In this part we gonna talk for spline dynamics (again and again haha) and fully procedural ways of manipulating them + accessing the data inside Octane, which as we know by now can be always a bit messy. I had some interesting discoveries and I wanna thank 0626 for his constant flow of ideas!

I will be back next week, so apologies for delayed replies. Meanwhile feel free to ask any questions below and i ll do my best to reply in prompt timing.

Thanks so much!
T.

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Zoltan

omg yes! in the past week i had to dig up a project from last year and make some adjustments. I re-discovered how powerful the step effector and step field are. i forgot about them and my mind expanded with options :D

Moncef Keneda

Thank you Thanos. Very very useful tut 👍

Craig Hebditch

Always providing nuggets of great info. Enjoy OFFF

Thomas Dorval

Thanks ! A lot of value in this tut .

dongjunpark

I have a question. I worked with a simple test, but the tutorial method went well However, in the Plain effect, we apply a spline mask after applying the scale -1 If you increase the population and turn on animation, small spline pops out. And if you increase the population by more than 200,000, it becomes an animation like spline gets tangled, is there a solution?

motionpunk

Hey, I dont understand the spline mask part you are describing. In general though it gets tangled cause there is an internal limit for collisions (at least that is my explanation) and once you get too many splines, you need to reduce the points to mitigate that. And even then there is again a limit on how many splines. So maybe that is the issue here!

dongjunpark

Thank you for the explanation Set the scale value to -1 in the Plane Effect field In the Modeling tab, if you put the circular spline in the Plain Effect field, change it from Option to Mask, and make the axis y-axis, only the circular spline area appears In that case, I asked because there was a phenomenon where the spline of the area that became zero came up a little outside the area Thank you for your kind answer.

motionpunk

Ah right, I think I understand. So the scale -1 should not happen during simulation, as the rope registers its points on frame 0 and cannot change after that. I would delete splines post sim and not during it. Does it make sense? thanks

F 33

Why can't I see it

F 33

Why can't I see the video? It shows a link and I can't watch it

S Lange

So incredibly grateful for your sharing. Thank you!