tuneful Posted September 8, 2017 Share Posted September 8, 2017 Hello, we are making an animation of a valve for one of our customers. We show the 3D valve, and via a button, you can open the valve and let the water flow through it. We thought about making the animation in 3D and export it with blender. But it seems that morphing animations are not exported. So I'm out of ideas right now. We dont need water behaviour or anything like that. Basicly we just need a mesh, that pushes itself through the valves. The valves can be pretty complex, so we can just use a simple mesh and scale it on one axis or something like that. Does anyone have an idea, how to visualize a filling animation in babylon? NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
adam Posted September 8, 2017 Share Posted September 8, 2017 @NasimiAsl that waterfall you created might work for this. I"ll see if I can find it later tonight or tomorrow. Quote Link to comment Share on other sites More sharing options...
Aerion Posted September 9, 2017 Share Posted September 9, 2017 I'd LOVE to see this! <3 Quote Link to comment Share on other sites More sharing options...
adam Posted September 9, 2017 Share Posted September 9, 2017 It's no longer working. Quote Link to comment Share on other sites More sharing options...
Wingnut Posted September 9, 2017 Share Posted September 9, 2017 Welcome, Tuneful! First, I don't think the waterfall thing would work well for this issue... but maybe. Tuneful said: "The valves can be pretty complex, so we can just use a simple mesh and scale it on one axis or something like that." Did you mean to say "cannot", there? (thx for clarification) I assume that the water must travel in pipes, bend around corners, get narrower and wider, be cut-off-able, etc? Sometimes, it is wiser to use color-changing... to simulate water moving and filling. All mesh in BJS allow a "ColorKind" data... per vertex colors... with automatic color-dithering across faces that are defined by different-colored vertices. (soft color edges between verts of differing colors) As water travels thru a tube, for example, you would change colorKind data of certain tube points... from gray to blue. With good math, the coloring would appear to "travel". Same with filling a tank of some kind. Begin vertexData colorKind-changing the lower parts of the tank, first. Then keep changing colors of the tank walls... climbing, climbing, as the tank fills with water. In 3D land, it might be one of your best choices. What you end-up-with... is a few "tools" made to "paint" mesh blue... starting at one end of the mesh, and ending at the other end of the mesh. SOME cylinder-bending is possible using tubes or heavily-modded standard cylinders [link] [link]... but the same system would be used on those. Make them turn blue... gradually painting them from one end to the other... using vertexData.colorKind array (vertexData is a "shape-info storage tank" that is a best friend of every BJS mesh - holds a mesh's form, including colorKind data). Here is a playground that shows some per-vertex colorKind usage. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted September 9, 2017 Share Posted September 9, 2017 @adam hi my friend that object removed when i clone BJS extensions in Github sorry about that i think we have just 2 way for now @tuneful 1. sps + use physics 2. make inner fit mesh and making morph from mathematical + vertex shader i like start this challenge if i find time Quote Link to comment Share on other sites More sharing options...
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