I did the production schedule as requested by Steven. Wanting us to think and plan what we have to do to get our project done. We left 4 weeks to finish up our projects, which theoretically speaking, very little time left. Here is my production schedule.
This week:
>Finalize/Standardize Toon shader on cube.
>Understanding the file Steven send me and come out with own direction/concept.
>At least finished up the base camera movement and flow of cube movement and video.
>Flip-book for fast test and checks.
2nd week:
>Test out the cube's movement with the entire scene.
>Finalize the entire flow of video.
>Flip-book for fast test and checks.
>At least render out 2-3 shots.
3rd week:
>Render remaining shots.
>Check for improvements/add-on.
>Final Tweak.
>Re-render the necessary shots.
4th week:
Composition.
Post-composition tweaks.
Hope everything can fall in place and run smoothly....
Okay, back to the file Steven sent me. I did a test if drawing curve differently will affect the attractor simulations, and yes, it does affect. In top view, drawing north-wards differs from drawing south-wards.
Next was to understand some of the expression. I kind of understand what each part of the expression does but when put together, I don't really understand.
This was the expression;
(npoints(opinputpath(".",0)) / ch("../ctrl/slice")) * (opdigits(".") - 1) + if(opdigits(".") == 1, 0, 1)
>npoints = number of points
>opinputpath(".",0) = take the first input , 1 = second input and so forth.
>ch("../ctrl/slice") = user's null control panel
>opdigits(".") = take the existing number of the name of the node.
With Ziggy's help, I understand the entire expression. Showed us how to use the echo function in Hscript Textport. He also showed us the some basic stuff about Linux, e.g command key, alias and stuff like that. In production, Linux will be commonly/widely used.
I also found out some thing. the number of points in a pre-facet object and a post-facet object increases. To solve that problem, a fuse node is needed. Promoting vertex normal helps to ensure normals are computed properly and polygon are fuse together for shading purposes.
I tested the "sweeping box" of attractor and the different pattern of attractor. Horizontal gives different results from vertical, the size of the box. The attractor, was a line with force. Tested the variations of the line to see different results.