Author Topic: Morphs, arches, and bears, Oh my!  (Read 3937 times)

Offline ValentinoRx

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Morphs, arches, and bears, Oh my!
« on: May 22, 2015, 12:03:47 PM »
Usually people say, "maybe it's me, but"..... I am here to say that I know it's me, but I can't seem to wrap my head around using morphs for arches. I made straight line models for the arches controlling the same channels but I would rather not do that. Any guidance would be greatly appreciated. In the interim I will continue to play with them.

Thanks

Offline Gilrock

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Re: Morphs, arches, and bears, Oh my!
« Reply #1 on: May 22, 2015, 12:30:56 PM »
What kind of arch are you using?  People construct arches so many different ways.  The morph should work well if its a normal RGB arch.  Are you putting the morphs onto a single arch or are you trying apply them to a model group of arches?  Try picking a single arch and put a morph on it and on the Start tab of the morph settings try selecting the "Single Sweep Right" option and have several colors selected in the palette.

Offline ValentinoRx

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Re: Morphs, arches, and bears, Oh my!
« Reply #2 on: May 22, 2015, 03:14:44 PM »
50 pixels. 1 arch. I have 4 but haven't ventured that far yet. I'll try that when I get home.

Offline ValentinoRx

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Re: Morphs, arches, and bears, Oh my!
« Reply #3 on: May 22, 2015, 09:02:20 PM »
Ok. All set. I fell victim not not reading. I didn't realize .32 addressed everything for me. Thanks

Offline danj

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Re: Morphs, arches, and bears, Oh my!
« Reply #4 on: May 24, 2015, 06:06:55 PM »
Can I hijack this thread a bit?   I think I have read this before, but can't remember.  I would like to set "timed" arch effects--simple ones like a sweep left to right or right to left so the sweep completes during a specific timing set (e.g., a 4 beat measure or something..).   Should I setup my arches as straight line models instead of keeping them as arches for effects such as this???   thanks.

Offline Gilrock

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Re: Morphs, arches, and bears, Oh my!
« Reply #5 on: May 24, 2015, 06:57:45 PM »
My arches are spread across the yard so I have each one defined in a separate model.  I use display as Arches with number of arches set to 1.  A Morph will move across the arch as if it's a straight line model so I don't do anything out of the ordinary.  If you look at this screenshot that shows how to define morphs to go across my 4 arches.  See how I align the heads of the morph because that defines when the head will hit the ground so you start the morph on the next arch when it finishes hitting the ground on the previous morph.  Also see the spot I circled on the bottom.  That's a quick way to create a left or right moving morph.

Offline danj

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Re: Morphs, arches, and bears, Oh my!
« Reply #6 on: May 24, 2015, 07:16:32 PM »
I'll give that a shot Gil.   I was trying to stick with an "all arches" model.  I will try as you showed.
THANKS!!!!!

Offline Gilrock

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Re: Morphs, arches, and bears, Oh my!
« Reply #7 on: May 24, 2015, 08:33:29 PM »
Well I just experimented and you can make it work with a single all arches model but it's awkward due to the way that model is defined internally.  Even though the arches are drawn as if they are side by side they appear to be modeled internally as if they are stacked on top of each other.  So you can make a morph go across all 4 arches at concurrently with a single morph but if you want it to look like its chasing across them then you need to setup the morph like I've shown below except that you use 4 layers on the same model instead of the 4 models.  The trick is you need to mentally imagine the arches are stacked when you design the morphs.  Which means to move a morph to the second arch you need to move all the Y value sliders up.  So if you move all the Y sliders to 100% then it will move the morph to the last arch.  Probably easier to set them up individually like I do.  I believe the way they are laid out is entrenched in the way the single strand effect works so its not likely to change.  I prefer to use models that represent the actual physical layout.

Offline ValentinoRx

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Re: Morphs, arches, and bears, Oh my!
« Reply #8 on: May 24, 2015, 08:43:30 PM »
Mine are all in a row. I set them up as single separate models as its easier for me to process. The tabs work great for me.

Offline scuba

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Re: Morphs, arches, and bears, Oh my!
« Reply #9 on: May 25, 2015, 08:25:01 AM »
What does "link points" do?   Gilrock's grad display was very helpful in understanding some of the features of the Morph effect...I see what happens when you use link points, but what points are being linked?

Offline Gilrock

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Re: Morphs, arches, and bears, Oh my!
« Reply #10 on: May 25, 2015, 08:50:05 AM »
Both the start and the end tabs have 4 sliders that define 2 points each.  When you link points only the top two sliders on each tab remain active.  You should notice the other 2 grey out and you can't move them.  It makes it easier to work with single line morphs because to create a single line morph you need to stack the two vector points on top of each other at both ends.

Offline scuba

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Re: Morphs, arches, and bears, Oh my!
« Reply #11 on: May 25, 2015, 09:41:20 AM »
Thanks...
To be clear:
The two points for the start and end are the location of the beginning and end of a line (relative).
Stagger sets the offset in time for the start of any repeat count.
And repeat skip is the actual distance between repeats: by this I mean its the number of strands between the two morphs.
Close?