MetaBall Duplivert Unwanted Movement Bug #41010
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Reference: blender/blender#41010
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System Information
Windows 7 64 bit
Blender Version
Broken: (example: 2.69.7
4b206af
, see splash screen)Worked: (optional)
Short description of error
Dealing with Metaball duplivert, parented to path with build modifier. Metaball keeps moving.
Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
It's really quite simple: I wanted to duplivert Metaball object, hoping it to create this "grow" kind of look. However, the Metaball result when combined with path + Build Modifier is really weird. The Mesh keeps moving around in 3D space. This should not be the default behaviour, I don't think.
Changed status to: 'Open'
Added subscriber: @BlenderSushiGuy
Added subscriber: @mont29
Please always attach a .blen file illustrating the issue.
Added subscriber: @zeauro
I confirm that it gives something weird.
I am surprised that it gives something.
Metaball are not working with duplifaces but within this weird offset with dupliverts.
See attached.blend.
Mball_dupliblend.blend
@BlenderSushiGuy
I recommand you to always use particles for metaball.
It is easy to use a Curve Guide to make them follow a path.
Mball_CurveGuide.blend
@zeauro thanks for the CurveGuide example for Metaballs.
It can be nice to have Metaballs working with Dupliverts. If not too slow that is.
Can I also add snippet weirdness I found about Blender Particles?
When emitted from Vertices, let say just plane with 4 vertices, I am getting Particles emitted from vertices index: 0,0,0,0,1,1,1,1, 2, 2,2,2,3,3,3,3.
Why can't it be more like 0,1,2,3, 0,1,2,3,0,1,2,3.
I am experimenting with Blender Particles and Sverchok. I like more control over the order index.
It adjust amount of particles fora continuous emission from first index to last.
Using index faces, it can be used for desintegration with explode modifier from a side of a mesh to another.
A looped emission would not work well for that.
It would imply that user should be rigourous to create explosion by emetting as much particles than faces in geometry.
And users who do explosions are not rigourous.
I don't know Sverchok.
Originally, a goal of 2.5x particles system implementation should be to offer conversion of caches into action strips that could repeated or mixed.
But it was not reached. Lukas-t is rewriting current particles system implmentation using nodes since 2011.
As a workaround, you can be rigourous and use Trail count. It has a "length in frames" option.
So you can only emit 4 particles in a short time and adjust "length in frames" option according to trail count and emission time.
Of course, trail repetitions are not sensible to physical changes. It is just duplicates of first 4 particles, not real particles.
But lukas' system should be able to do that.
Cheers for hint and suggestion.
Blend example if you tried Sverchok:
https://www.dropbox.com/s/rz5zfa4972p816q/particle_knot_nikolaus.blend
Anyway, trying to get certain Particle emission.
Yet, there are some weird things going on with mballs + dupli… Will try to have a look at it.
DevNotes: So far, I have the feeling MBalls make
make_child_duplis_cb()
being called for each 'virtual' children generated by dupli, instead of just being called once per real child.Code says everywhere MBalls have specific handling of duplis… funny part is, I can't figure out where it is currently! :P
This issue was referenced by
e0d8e62f2b
Changed status from 'Open' to: 'Resolved'
Closed by commit
e0d8e62f2b
.