Forum: Vue


Subject: Converging ducks - ecosystem + graph

yggdrasil opened this issue on Mar 29, 2005 · 10 posts


yggdrasil posted Tue, 29 March 2005 at 8:03 PM

How to get a gaggle (or is that only geese?) of ducks to swim towards a common point on the bank. Above is the graph for the Rotation - maximum angle value on the ecosystem. -- Mark

Mark


yggdrasil posted Tue, 29 March 2005 at 8:04 PM

Oh and notice the one duck on the far right who just HAD to be awkward...

Mark


sittingblue posted Wed, 30 March 2005 at 4:22 AM

That's brilliant work. Keep on dabblin' and sharin'. Charles

Charles


craftycurate posted Sun, 15 October 2006 at 6:13 PM

Has anyone managed to get this working? Is it possible to save it as a function and post it?

Thanks
Richard


quetzalcoatl1967 posted Sun, 02 September 2007 at 6:20 AM

Where is the arc sine in Vue 6?


nruddock posted Sun, 02 September 2007 at 7:44 AM

Quote - Where is the arc sine in Vue 6?

There isn't one (mislabeled in screenshot I suspect).
The node you want is the "Arc Cosine" one, which is a Math node.


quetzalcoatl1967 posted Sun, 02 September 2007 at 7:58 AM

OK, I wasnt sure if it was mislabeled or if it was dropped in Vue 6 (edit: makes sense as the output of arccosine is 0 to pi, while arcsine is -pi/2 to pi/2)

Then there is that sentence "plugged into normalizer Y" but what I can do is plug the arc sine into the Y of the Decomposer. Is that a typo too?

Problem is I get some orientation, but only some of closer ones orient right, some of the closer ones orient wrong and the distant ones show strange patterns.


quetzalcoatl1967 posted Sun, 02 September 2007 at 8:24 AM

OK, there is something fishy here. First it works only in a 180° angle.

And there seems to be a strange offset. When I make it work at center it works, when setting a 25m offset in the constant the offset in the result is 50m


quetzalcoatl1967 posted Sun, 02 September 2007 at 8:58 AM

This is the pattern I get:

I dont know too much about vectors, probably it is intended to only cover 180° correctly. For this I used X instead of Y and 0 instead 0.5 for the rotation adjust. With Y and 0.5 the correctly adjusted instances are on the left.

And I made some more tests, vector offset has to be half the actual position, thats why I always got strange results. Probably a bug in VUE or inherent to the algorithm?!?


quetzalcoatl1967 posted Sun, 02 September 2007 at 9:31 AM

actually it is not a factor 2 in distance but whatever, in my scene I had to try until it worked, actually I had to vector was about 20x the position...or maybe I just understand that stuff wrong