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"text": " So in this chapter we're gonna be doing the splitting of our mesh in order to create the blinking attributes as I call them. We are going to start with the creation of an attribute called IDS with an attribute triangle. I usually create attributes like usually some people they create some artists they attribute create like this they do an attribute create this allows them to to set a default and initial value. But I know that all my entire mesh is going to have this attribute. So there's some scenarios that attribute create works best just to be on a safe side. But I'm going to use the attribute triangle. I usually create attributes like this. So why am I creating this ID as attribute and not an ID attribute? Because Valium has internally, it already uses an ID attribute. And if you try to connect a geometry that has an ID attribute already into the VALM solver, it's going to give you an error saying that you have a duplicate ID attribute. So in order to avoid this, we'll be doing an IDS attribute. That's what I use for these kind of scenarios. Why am I doing this? It's because we're going to be copying attributes from body parts to body parts. And I'm gonna split the mesh into several pieces and we'll need this attribute in order to match vertices when we attribute copy. So yeah, we're going to be splitting our mesh into separate groups that will be animated separately by different value nodes. So I'm gonna blast, first I'm gonna blast the legs. Delete non-selected. So we're going to be creating a blinking attribute so on the legs and you'll see how we do it. And you'll see why I've made so many groups. We already have a class attribute here, but I prefer to recreate it now because we have three legs. I wanna have a class attribute that starts with zero and ends with two because we have three legs. So it's gonna be zero, one, two. We can recalculate the connectivity. Have this primitive class attribute. I will create the primitive class attribute and then I can promote it. Or you can already create the connectivity as a point attribute. I sometimes prefer to go back if I need to and remove the attribute promote and leave it as a primitive attribute. So we're gonna do it as I did it before, primitive point class attribute. So if you open the spreadsheet, I only open the spreadsheet when I have issues that I need to solve and I have to debug the entire node tree. So I don't like to keep it on the screen all the time, unless I'm only doing debugging. So, yeah, so you see we have a class attribute. We can even, we can even display it. You see that it displays a scholar and displayed as a marker. So, like 0, like 1, and like 2. Just randomly chose this order. It doesn't really matter, but because we'll be using this attribute for randomizing seeds and randomizing timing, we're going to do the same with the bubbles. Duplicate is Blast two times. We'll be selecting only the bubbles. So you only have the bubbles with their own class attribute. And in the end, we're gonna be using, oh yeah, no, we're gonna be, legs, we're gonna be removing the legs and the bubbles and we'll end up with the remaining mesh. So yeah, and here we're gonna be just isolating the bubbles, bubbles like this. So we have the bubbles, we have the remaining mesh and we have the legs. So now I'm going to create this network box just so we kind of separate what's happening here. I'm going to call it split by groups. I press the C letter on the keyboard, select the network box, make it red. So we have some contrast and we see the nodes better. And now we're going to be doing the blinking attributes, which is the core mechanic of this creature. And we're going to be creating it in an attribute triangle. So it's gonna include some lines of X, it's not that complicated. But the main expression that we're going to be using is the module expression, which allows us to cycle any kind of attribute in time as many times as you want. So I'm gonna create a float cycle. First, I'm going to be making a simple modular expression, which is the frame that we're on right now, divided by a float channel, which I'm going to call MaxFrames. And this is going to be the cycle. We're going to click here to create these parameters, which is the MaxFrames. I'm gonna call it 40 and if you visualize this as color you'll see that so it kind of blinks but it goes above what happens here if you go into the spreadsheet you see that it goes from 1 to 40 and resets to 1 to 39 and resets to 0 and restart the cycle so 0 to 39 and we need to have a value between 0 and 1 so we're gonna divide it again the whole thing I'm going to divide it by the same kind of channel frames. So divide it by and you have an attribute that kind of blinks. We're not using any keyframes, I never used any keyframes on my creatures because I just don't like physical tangible keyframes in the timeline. I don't want to see them, I don't want to move them in the timeline, it's just a hassle that I I want to avoid and I prefer to have spare parameters and cycles and expressions and sinus expressions that kind of cycle any attribute in time and You see it just resets to to zero every time we surpass the 40 frames Our cycle is going to be 40 frames exactly, but I want to randomize this value the frame I will offset the timing of these three legs. This is why we had this class attribute calculated and created before I'm going to be adding some randomization here. I'll add the class of our leg. So you see there's a really slight offset, but I want to multiply this class by another channel, a full channel. I'm gonna call it f offset and you have to keep in mind that there's, you have to have the correct number of brackets and the spare parameter that I created, the f offset. And let's say 10 and you'll see that kind of randomizes the legs now, because each leg has a class attribute which is different. We multiply this class attribute to this offset which is 10 and adding it to the existing frame, and each leg has a different time evaluated in this expression. This is why our cycle is offset in time. Basically, we take the time, we randomize it by a number of frames, we divide it, we do the modular expression with a specific amount of frames and we divide it back to the by the same amount of frames the whole thing here which is divided by the max frames and we're ending up with a normalized value between zero and one. This is a cycle that you can do with any kind of attribute. You can cycle attributes like this in time with no issues by using just the module expression. So okay so now I assign this color CD attribute to the entire mesh of the legs, but we're gonna separate this. I don't want to do this to the entire mesh, so I do these backslashes. Yeah, back, yeah. And I'm going to be making, writing some conditions here, just so we separate the parts where we apply this blinking attribute. I'm gonna be checking if the endpoint group, so we're checking if the vertices in this geometry belong to the group called tips. So the zero in this expression means the current geometry, the first input in this attribute wrangle, so you can see here this is the first input which has the index zero, so we put it here and you either put ptnum or ids that we created earlier and we check that it belongs to this group then we apply the cycle to the color but before we apply directly the cycle to the color I want to pass it through a ramp which I'm gonna remap before it goes into the color so chramp, chramp I'm going to call it justRump and Cycle. And we're going to create a CDR attribute, which is going to be an attribute that we use for attaching and detaching our pentacles, legs. CHRump, I'm going to copy just the same thing here. And I'm going to call it TrumpR. And close this parenthesis. And if you look now, we have a cycle which applies... Oh yeah, so we didn't apply any ramps here. So for now, we only have the tips blinking because we checked that our points belong to the specific group. And we're going to do the same kind of condition but for the legs now, because we want to check if the same applies to the legs. here. We don't want any RAMP CDR attributes in the legs themselves. So we're going to remove this and check if the point in this geometry belongs to the group legs and apply a RAMP called RAMP A this time. So yeah, we have three RAMPs now. So I'm going to remap them in a different way, all of them, because this is how I've done it before and you'll I want to remap them properly. So here I'm going to invert this. The first ramp is going to be the CG ramp. This is the ramp that is going to control the force applied to the tips. So I'm gonna make a ramp like this, something like 0.21 and 0.2. So yeah, and then the ramp R, which is going to be the ramp that controls the attachment and detachment of the tips from the ground, is going to be similar. So I'm going to copy parameter, paste values, and here I'm going to just make it like 0, 06, 0, 12. And this is going to be a Bezier, I'm going to make it a Bezier, Bezier, Bezier, or maybe not just a catnoy rom, I think. Yeah, something like this. Yeah. Yeah, something like this. Yeah, something like this. A very smooth RAM that goes into the... So 012 and 006 as position. And for the RAMP-A, which is the RAM that is applied to the cycle for the legs themselves. This is the ramp that is going to control how the legs are contracted. For the contraction of the legs I'm going to use the Hydral Fiber Constraint. I think this is this is the most underrated constraint in Vellum and I really love what it does. It's very similar to the fiber constraints that are in FM solver. So here I'm gonna put some some keys, something like this. So click this button 025, something like 055 maybe and monotone cubic use some of these some of these keys. So maybe let's use a B spline here same for this one so it's a B spline is kind of a mix of a Bayesian and a cut-mult-romer. So this is going to be our ramp now. So now you can see that we have the cycles applied to these body parts. And the only thing that I find strange is that the cycles do not appear to be to apply to a separate, because the tips have to be cycling differently. So I forgot to do something in the groups. As you remember, we did the tips. So if you look at the tips, these are the tips, but these are the legs. So the legs contain the tips. This is something I wanted to avoid. So we're gonna duplicate this group combined and do the same Boolean operation, subtract from the legs group the tips group. This is what happens. I just wanted to exclude those tips from the legs. So this is why we had this issue with our legs and then... So now it's removing our tips from the... So I'm going to keep the legs and the tips. So we're going to keep the legs and the tips here, do the connectivity, and we'll have this. So these are the blinking attributes that are going to control Joey. As you can see, uh, the one, the tips are white. Uh, the forces applied to the tips, the legs flies up, falls down, attaches. Then you have, uh, the contraction of the leg and then the leg, uh, decontracts and then we have another force applied to the leg. So it's a cycle that allows the leg to be moved in space with a force, and then attached to the ground, detached from the ground, and so on. So we created these ramps just to control the different timing of the legs. It was a process of trial and error, because the timing was a tricky thing for me to find. So it's a trial and error. You do like 50 simulations until you get the good timing. So for now, it just looks like flashing parts of the body. But in Vellum, you'll see how it translates to movement. We finished here with the legs, which is the main part of the propulsion system. I'm going to make a attribute wrangle for the reminder of the body. And the funny thing is that I may have done something with the groups in just a second. So what I also forgot before when I promoted the group legs and group bubbles, I wanted to keep the original group. Yeah, so we have to go back to the group combine. Same here. There are going to be points for combining the legs with the tips. And then when we do the blast operation, I really want to do the primitives, group legs, keep the legs. Same goes for the reminder of the body. I want to remove everything. And in this attribute wrangle we're going to be applying a... creating a CD attribute which is going to be set to 0, 0, 0. So it's going to be black. you'll see why because we don't want to apply any kind of attributes to this reminder of the body. So for the bubbles, we have a class attribute for the entire body, so I'm going to be blasting this. You can check, delete and use groups, so if you have any groups that are empty, like here, you have group tips, which is zero, you do the delete and use groups and just removes all the empty groups. Yeah, so I'm gonna attribute promote the class attribute for the bubbles. So it's gonna be a primitive class attribute, which goes into a point attribute and gets promoted, but I wanna use the first match as a type of promotion. So if you leave it at average, it's gonna be kinda weird. Some vertices that are shared, they're gonna be a tug of war between the class attribute of each bubble and so each one of them are going to try to claim the shared vertices. I prefer to leave it at first match. And yeah, so here I'm going to apply, I'm gonna copy the attribute triangle that we did before with the cycles and the whole shenanigans. But I'm going to delete everything except, gonna leave the same cycle, but I'm going to delete the conditions and leave just this expression here. It's going to be the first round that we used and I'm going to try to remove all the ramps that we don't need, except make it linear first and we're gonna just make it like this. Let's say a B spline, B spline, B spline, make the size bigger, and kinda play around with this. I want this attribute to be turning on and turning off, kinda inflating and deflating. But what we can do here is because it doesn't go to zero, let's say it's linear, and I make it monotone cubic, monotone cubic, so it goes to 1 and it goes down faster to 0. I'm going to use the same cycle, but the offset is going to be 5, so if you look at what happens, so it uses the class attribute to randomize the bubbles. It uses a cycle of 40 frames with an offset of 5, so each bubble offsets, it multiplies the class attribute by 5 adds it to the cycle, which means that every bubble is going to be offset in time separately and differently. Before I was doing this blinking attribute system in a loop, which wasn't really efficient and it wasn't fast at all because basically the loops and the for each loops are really expensive to calculate when you have big pieces. It splits the geometry physically into pieces and evaluates each piece separately. This is why it takes much more time to evaluate, but using attribute triangles with such expressions on separate specific groups it's much much faster, it's like a hundred times faster. Now we're gonna merge these nodes together. So in order to merge these nodes together, we'll line them up like this, select them, Alt-click on one of the outputs and it's gonna merge this into a merge node. And now you have all the body parts blinking in their own way and you see that they all have their CDR attributes. I'm gonna also display the CDR attribute. We're gonna maybe create also a CDR attribute which is going to be set 0 in both of these scenarios so it doesn't really say anything. So yeah now we have the blinking attributes with proper rams. I'm gonna display the CDR attribute. This is gonna be the attribute that releases the attachment constraints from the tips of the monster and now we're gonna copy these attributes to our original triangular mesh which is here and this is where the ideas attribute that I created earlier will come in handy. We're gonna use the attribute copy, this use the original triangular mesh and because we have split like if you do an exploded view you we split the mesh into pieces before as you can see just you know it's exploded and the vertices are not well did. So in order to avoid this, we're going to attribute copy the attributes to the original mesh. So we're going to match by attribute, make it IDS, and we're going to transfer CD and CDR. Now it's all good. We have a triangular mesh with blended attributes. This is great. We're going to prepare the mesh for development. So we're going to type shift this because this is an animated mesh. As you can see there's a little clock here which means that it's an animated geometry. So now with the time shift we break that time dependency and we have a static mesh. We're gonna clean this geometry We don't need any attributes, any groups, and I'm going to do the tetconform. What the tetconform does is tetrahedralize the geometry. It's going to create internal tetrahedrons which have volume and are closed geometry pieces, and they will be the constituents of this creature's volume, and they'll be deforming and creating a realistic soft-body simulation. So in order to check if that conform worked, you use a clip node just to clip your geometry and if you clip it you can see that all the tetrahedrons are there. They filled up the volume of this creature and you have smaller ones closer to the surface and for optimization purposes you have bigger ones inside the volume. this is what is going to give us the realistic movement deformation, the volume effects in Vellum. There's nothing fake about it, like some of the constraints that Vellum offers, like the struts constraints, it's a real volume and every tetrahedron is simulated. There's internal collisions, there's deformation stretching, depending on the model you use for simulating them, and yeah, that's a really, really accurate volumetric soft-body system that Vellum can use and can read attributes from and this is why we created the entire blinking attribute system that we're going to transfer to this tetrahedral mesh along with the groups. So now we're gonna also add surface triangles like if you go back to the tetconform we have to check in the checkbox called add surface triangles. So now we have surface triangles a prim group that is called like this and now we're also gonna create a group which is called the and group tets, GRP tets. We're gonna add all the primitives, except I don't wanna add the surface triangles, so let's add it here, but put an exclamation mark before it. So it's gonna put all the primitives inside, except the polygots, which are 61,442, and it's gonna put only the tether hydrons in a separate group. So you see GRP tets and surface triangles. We're gonna also do the group transfer from our triangular. Time-shift is a mesh. So the group transfer takes a while, but I'm gonna disable it first so I can set some parameters. I want the transfer to be really close as possible, so the distance threshold is gonna be 0,0,2. I want to transfer only the primitive groups and the point groups. So yeah, let's do that. And just in case, I'm going to overwrite the group name conflict, so if there's any groups that have any issues with each other, they'll overwrite each other. So the group transfers, it may be a little bit expensive to calculate because you're transferring from a flat 3D mesh, which only has a shell, like an external surface, to a volumetric tetrahedral mesh, which has a lot more geometry in it, like three times more primitives than the original one. So yeah, so now if you want to really check for the, if you want to really check for the, if the groups worked, you can blast any group from the, so you can see I blasted the body, If I blast the legs, for example, we're just going to blast the legs in volume. So the groups are propagated properly. If I blast the tail, the tail is gone. You see that there's volume there. So this is good for testing. When you blast groups from a volumetric object. And we're going to recreate, like pull the IDS wrangle back here. I'm going to connect it and let it cook. It's going to take a while. And we're going to save this geometry into a BGO SC file. Every time we do something major like this in the node tree, we're going to save and cache this file into my BGO file, which is going to save us a lot of time in the future, because it's going to be baked already with all the groups, all the colors. Also, we didn't transfer any blanking attributes yet onto the object, because we don't want to bake that. We're going to transfer it live in VELM. So I'm going to do a file cache like before I may probably copy this path here, make it explicit, load from disk, instead of remesh, I'm going to call it pets. Single frame, save to disk. So now you have a really nice, a really really nice mesh, a tetrahedral mesh with a bodycon surface on top with an IDS attribute with all the point and primitive groups and in the next lesson we'll be starting to set up our Vellum system which is going to be reading all the attributes that we created earlier. We're gonna set up another chapter, we're gonna set up the ground with the forces. So I hope you enjoyed this one and let's meet in the next lesson.",
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"text": " So in this chapter we're gonna be doing the splitting of our mesh in order to create the blinking attributes as I call them. We are going to start with the creation of an attribute called IDS with an attribute triangle. I usually create attributes like usually some people they create some artists they attribute create like this they do an attribute create this allows them to to set a default and initial value. But I know that all my entire mesh is going to have this attribute. So there's some scenarios that attribute create works best just to be on a safe side. But I'm going to use the attribute triangle. I usually create attributes like this. So why am I creating this ID as attribute and not an ID attribute? Because Valium has internally, it already uses an ID attribute. And if you try to connect a geometry that has an ID attribute already into the VALM solver, it's going to give you an error saying that you have a duplicate ID attribute. So in order to avoid this, we'll be doing an IDS attribute. That's what I use for these kind of scenarios. Why am I doing this? It's because we're going to be copying attributes from body parts to body parts. And I'm gonna split the mesh into several pieces and we'll need this attribute in order to match vertices when we attribute copy. So yeah, we're going to be splitting our mesh into separate groups that will be animated separately by different value nodes. So I'm gonna blast, first I'm gonna blast the legs. Delete non-selected. So we're going to be creating a blinking attribute so on the legs and you'll see how we do it. And you'll see why I've made so many groups. We already have a class attribute here, but I prefer to recreate it now because we have three legs. I wanna have a class attribute that starts with zero and ends with two because we have three legs. So it's gonna be zero, one, two. We can recalculate the connectivity. Have this primitive class attribute. I will create the primitive class attribute and then I can promote it. Or you can already create the connectivity as a point attribute. I sometimes prefer to go back if I need to and remove the attribute promote and leave it as a primitive attribute. So we're gonna do it as I did it before, primitive point class attribute. So if you open the spreadsheet, I only open the spreadsheet when I have issues that I need to solve and I have to debug the entire node tree. So I don't like to keep it on the screen all the time, unless I'm only doing debugging. So, yeah, so you see we have a class attribute. We can even, we can even display it. You see that it displays a scholar and displayed as a marker. So, like 0, like 1, and like 2. Just randomly chose this order. It doesn't really matter, but because we'll be using this attribute for randomizing seeds and randomizing timing, we're going to do the same with the bubbles. Duplicate is Blast two times. We'll be selecting only the bubbles. So you only have the bubbles with their own class attribute. And in the end, we're gonna be using, oh yeah, no, we're gonna be, legs, we're gonna be removing the legs and the bubbles and we'll end up with the remaining mesh. So yeah, and here we're gonna be just isolating the bubbles, bubbles like this. So we have the bubbles, we have the remaining mesh and we have the legs. So now I'm going to create this network box just so we kind of separate what's happening here. I'm going to call it split by groups. I press the C letter on the keyboard, select the network box, make it red. So we have some contrast and we see the nodes better. And now we're going to be doing the blinking attributes, which is the core mechanic of this creature. And we're going to be creating it in an attribute triangle. So it's gonna include some lines of X, it's not that complicated. But the main expression that we're going to be using is the module expression, which allows us to cycle any kind of attribute in time as many times as you want. So I'm gonna create a float cycle. First, I'm going to be making a simple modular expression, which is the frame that we're on right now, divided by a float channel, which I'm going to call MaxFrames. And this is going to be the cycle. We're going to click here to create these parameters, which is the MaxFrames. I'm gonna call it 40 and if you visualize this as color you'll see that so it kind of blinks but it goes above what happens here if you go into the spreadsheet you see that it goes from 1 to 40 and resets to 1 to 39 and resets to 0 and restart the cycle so 0 to 39 and we need to have a value between 0 and 1 so we're gonna divide it again the whole thing I'm going to divide it by the same kind of channel frames. So divide it by and you have an attribute that kind of blinks. We're not using any keyframes, I never used any keyframes on my creatures because I just don't like physical tangible keyframes in the timeline. I don't want to see them, I don't want to move them in the timeline, it's just a hassle that I I want to avoid and I prefer to have spare parameters and cycles and expressions and sinus expressions that kind of cycle any attribute in time and You see it just resets to to zero every time we surpass the 40 frames Our cycle is going to be 40 frames exactly, but I want to randomize this value the frame I will offset the timing of these three legs. This is why we had this class attribute calculated and created before I'm going to be adding some randomization here. I'll add the class of our leg. So you see there's a really slight offset, but I want to multiply this class by another channel, a full channel. I'm gonna call it f offset and you have to keep in mind that there's, you have to have the correct number of brackets and the spare parameter that I created, the f offset. And let's say 10 and you'll see that kind of randomizes the legs now, because each leg has a class attribute which is different. We multiply this class attribute to this offset which is 10 and adding it to the existing frame, and each leg has a different time evaluated in this expression. This is why our cycle is offset in time. Basically, we take the time, we randomize it by a number of frames, we divide it, we do the modular expression with a specific amount of frames and we divide it back to the by the same amount of frames the whole thing here which is divided by the max frames and we're ending up with a normalized value between zero and one. This is a cycle that you can do with any kind of attribute. You can cycle attributes like this in time with no issues by using just the module expression. So okay so now I assign this color CD attribute to the entire mesh of the legs, but we're gonna separate this. I don't want to do this to the entire mesh, so I do these backslashes. Yeah, back, yeah. And I'm going to be making, writing some conditions here, just so we separate the parts where we apply this blinking attribute. I'm gonna be checking if the endpoint group, so we're checking if the vertices in this geometry belong to the group called tips. So the zero in this expression means the current geometry, the first input in this attribute wrangle, so you can see here this is the first input which has the index zero, so we put it here and you either put ptnum or ids that we created earlier and we check that it belongs to this group then we apply the cycle to the color but before we apply directly the cycle to the color I want to pass it through a ramp which I'm gonna remap before it goes into the color so chramp, chramp I'm going to call it justRump and Cycle. And we're going to create a CDR attribute, which is going to be an attribute that we use for attaching and detaching our pentacles, legs. CHRump, I'm going to copy just the same thing here. And I'm going to call it TrumpR. And close this parenthesis. And if you look now, we have a cycle which applies... Oh yeah, so we didn't apply any ramps here. So for now, we only have the tips blinking because we checked that our points belong to the specific group. And we're going to do the same kind of condition but for the legs now, because we want to check if the same applies to the legs. here. We don't want any RAMP CDR attributes in the legs themselves. So we're going to remove this and check if the point in this geometry belongs to the group legs and apply a RAMP called RAMP A this time. So yeah, we have three RAMPs now. So I'm going to remap them in a different way, all of them, because this is how I've done it before and you'll I want to remap them properly. So here I'm going to invert this. The first ramp is going to be the CG ramp. This is the ramp that is going to control the force applied to the tips. So I'm gonna make a ramp like this, something like 0.21 and 0.2. So yeah, and then the ramp R, which is going to be the ramp that controls the attachment and detachment of the tips from the ground, is going to be similar. So I'm going to copy parameter, paste values, and here I'm going to just make it like 0, 06, 0, 12. And this is going to be a Bezier, I'm going to make it a Bezier, Bezier, Bezier, or maybe not just a catnoy rom, I think. Yeah, something like this. Yeah. Yeah, something like this. Yeah, something like this. A very smooth RAM that goes into the... So 012 and 006 as position. And for the RAMP-A, which is the RAM that is applied to the cycle for the legs themselves. This is the ramp that is going to control how the legs are contracted. For the contraction of the legs I'm going to use the Hydral Fiber Constraint. I think this is this is the most underrated constraint in Vellum and I really love what it does. It's very similar to the fiber constraints that are in FM solver. So here I'm gonna put some some keys, something like this. So click this button 025, something like 055 maybe and monotone cubic use some of these some of these keys. So maybe let's use a B spline here same for this one so it's a B spline is kind of a mix of a Bayesian and a cut-mult-romer. So this is going to be our ramp now. So now you can see that we have the cycles applied to these body parts. And the only thing that I find strange is that the cycles do not appear to be to apply to a separate, because the tips have to be cycling differently. So I forgot to do something in the groups. As you remember, we did the tips. So if you look at the tips, these are the tips, but these are the legs. So the legs contain the tips. This is something I wanted to avoid. So we're gonna duplicate this group combined and do the same Boolean operation, subtract from the legs group the tips group. This is what happens. I just wanted to exclude those tips from the legs. So this is why we had this issue with our legs and then... So now it's removing our tips from the... So I'm going to keep the legs and the tips. So we're going to keep the legs and the tips here, do the connectivity, and we'll have this. So these are the blinking attributes that are going to control Joey. As you can see, uh, the one, the tips are white. Uh, the forces applied to the tips, the legs flies up, falls down, attaches. Then you have, uh, the contraction of the leg and then the leg, uh, decontracts and then we have another force applied to the leg. So it's a cycle that allows the leg to be moved in space with a force, and then attached to the ground, detached from the ground, and so on. So we created these ramps just to control the different timing of the legs. It was a process of trial and error, because the timing was a tricky thing for me to find. So it's a trial and error. You do like 50 simulations until you get the good timing. So for now, it just looks like flashing parts of the body. But in Vellum, you'll see how it translates to movement. We finished here with the legs, which is the main part of the propulsion system. I'm going to make a attribute wrangle for the reminder of the body. And the funny thing is that I may have done something with the groups in just a second. So what I also forgot before when I promoted the group legs and group bubbles, I wanted to keep the original group. Yeah, so we have to go back to the group combine. Same here. There are going to be points for combining the legs with the tips. And then when we do the blast operation, I really want to do the primitives, group legs, keep the legs. Same goes for the reminder of the body. I want to remove everything. And in this attribute wrangle we're going to be applying a... creating a CD attribute which is going to be set to 0, 0, 0. So it's going to be black. you'll see why because we don't want to apply any kind of attributes to this reminder of the body. So for the bubbles, we have a class attribute for the entire body, so I'm going to be blasting this. You can check, delete and use groups, so if you have any groups that are empty, like here, you have group tips, which is zero, you do the delete and use groups and just removes all the empty groups. Yeah, so I'm gonna attribute promote the class attribute for the bubbles. So it's gonna be a primitive class attribute, which goes into a point attribute and gets promoted, but I wanna use the first match as a type of promotion. So if you leave it at average, it's gonna be kinda weird. Some vertices that are shared, they're gonna be a tug of war between the class attribute of each bubble and so each one of them are going to try to claim the shared vertices. I prefer to leave it at first match. And yeah, so here I'm going to apply, I'm gonna copy the attribute triangle that we did before with the cycles and the whole shenanigans. But I'm going to delete everything except, gonna leave the same cycle, but I'm going to delete the conditions and leave just this expression here. It's going to be the first round that we used and I'm going to try to remove all the ramps that we don't need, except make it linear first and we're gonna just make it like this. Let's say a B spline, B spline, B spline, make the size bigger, and kinda play around with this. I want this attribute to be turning on and turning off, kinda inflating and deflating. But what we can do here is because it doesn't go to zero, let's say it's linear, and I make it monotone cubic, monotone cubic, so it goes to 1 and it goes down faster to 0. I'm going to use the same cycle, but the offset is going to be 5, so if you look at what happens, so it uses the class attribute to randomize the bubbles. It uses a cycle of 40 frames with an offset of 5, so each bubble offsets, it multiplies the class attribute by 5 adds it to the cycle, which means that every bubble is going to be offset in time separately and differently. Before I was doing this blinking attribute system in a loop, which wasn't really efficient and it wasn't fast at all because basically the loops and the for each loops are really expensive to calculate when you have big pieces. It splits the geometry physically into pieces and evaluates each piece separately. This is why it takes much more time to evaluate, but using attribute triangles with such expressions on separate specific groups it's much much faster, it's like a hundred times faster. Now we're gonna merge these nodes together. So in order to merge these nodes together, we'll line them up like this, select them, Alt-click on one of the outputs and it's gonna merge this into a merge node. And now you have all the body parts blinking in their own way and you see that they all have their CDR attributes. I'm gonna also display the CDR attribute. We're gonna maybe create also a CDR attribute which is going to be set 0 in both of these scenarios so it doesn't really say anything. So yeah now we have the blinking attributes with proper rams. I'm gonna display the CDR attribute. This is gonna be the attribute that releases the attachment constraints from the tips of the monster and now we're gonna copy these attributes to our original triangular mesh which is here and this is where the ideas attribute that I created earlier will come in handy. We're gonna use the attribute copy, this use the original triangular mesh and because we have split like if you do an exploded view you we split the mesh into pieces before as you can see just you know it's exploded and the vertices are not well did. So in order to avoid this, we're going to attribute copy the attributes to the original mesh. So we're going to match by attribute, make it IDS, and we're going to transfer CD and CDR. Now it's all good. We have a triangular mesh with blended attributes. This is great. We're going to prepare the mesh for development. So we're going to type shift this because this is an animated mesh. As you can see there's a little clock here which means that it's an animated geometry. So now with the time shift we break that time dependency and we have a static mesh. We're gonna clean this geometry We don't need any attributes, any groups, and I'm going to do the tetconform. What the tetconform does is tetrahedralize the geometry. It's going to create internal tetrahedrons which have volume and are closed geometry pieces, and they will be the constituents of this creature's volume, and they'll be deforming and creating a realistic soft-body simulation. So in order to check if that conform worked, you use a clip node just to clip your geometry and if you clip it you can see that all the tetrahedrons are there. They filled up the volume of this creature and you have smaller ones closer to the surface and for optimization purposes you have bigger ones inside the volume. this is what is going to give us the realistic movement deformation, the volume effects in Vellum. There's nothing fake about it, like some of the constraints that Vellum offers, like the struts constraints, it's a real volume and every tetrahedron is simulated. There's internal collisions, there's deformation stretching, depending on the model you use for simulating them, and yeah, that's a really, really accurate volumetric soft-body system that Vellum can use and can read attributes from and this is why we created the entire blinking attribute system that we're going to transfer to this tetrahedral mesh along with the groups. So now we're gonna also add surface triangles like if you go back to the tetconform we have to check in the checkbox called add surface triangles. So now we have surface triangles a prim group that is called like this and now we're also gonna create a group which is called the and group tets, GRP tets. We're gonna add all the primitives, except I don't wanna add the surface triangles, so let's add it here, but put an exclamation mark before it. So it's gonna put all the primitives inside, except the polygots, which are 61,442, and it's gonna put only the tether hydrons in a separate group. So you see GRP tets and surface triangles. We're gonna also do the group transfer from our triangular. Time-shift is a mesh. So the group transfer takes a while, but I'm gonna disable it first so I can set some parameters. I want the transfer to be really close as possible, so the distance threshold is gonna be 0,0,2. I want to transfer only the primitive groups and the point groups. So yeah, let's do that. And just in case, I'm going to overwrite the group name conflict, so if there's any groups that have any issues with each other, they'll overwrite each other. So the group transfers, it may be a little bit expensive to calculate because you're transferring from a flat 3D mesh, which only has a shell, like an external surface, to a volumetric tetrahedral mesh, which has a lot more geometry in it, like three times more primitives than the original one. So yeah, so now if you want to really check for the, if you want to really check for the, if the groups worked, you can blast any group from the, so you can see I blasted the body, If I blast the legs, for example, we're just going to blast the legs in volume. So the groups are propagated properly. If I blast the tail, the tail is gone. You see that there's volume there. So this is good for testing. When you blast groups from a volumetric object. And we're going to recreate, like pull the IDS wrangle back here. I'm going to connect it and let it cook. It's going to take a while. And we're going to save this geometry into a BGO SC file. Every time we do something major like this in the node tree, we're going to save and cache this file into my BGO file, which is going to save us a lot of time in the future, because it's going to be baked already with all the groups, all the colors. Also, we didn't transfer any blanking attributes yet onto the object, because we don't want to bake that. We're going to transfer it live in VELM. So I'm going to do a file cache like before I may probably copy this path here, make it explicit, load from disk, instead of remesh, I'm going to call it pets. Single frame, save to disk. So now you have a really nice, a really really nice mesh, a tetrahedral mesh with a bodycon surface on top with an IDS attribute with all the point and primitive groups and in the next lesson we'll be starting to set up our Vellum system which is going to be reading all the attributes that we created earlier. We're gonna set up another chapter, we're gonna set up the ground with the forces. So I hope you enjoyed this one and let's meet in the next lesson."
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| 6 |
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}
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| 7 |
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]
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| 8 |
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}
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