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Preset movement math

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  • Preset movement math

    I have usually found that when using a preset movement, it doesn't quite move fast enough, rotate enough at a certain distance, or something that doesn't quite make it useful for what I need; even though it was quite close. Unfortunately, it does not tell you the math/equations that are the presets. If those were known

    Some movements are easy enough to figure out the equations (such as shift rotate left), but others (like blocky partial out) elude me. I assume other AVS creators have similar problems, so I thought a topic for reverse-engineering these movement could help everyone.

    Some that I have "decoded":

    big swirl out:
    d=d-sin(d)/25;
    r=r-0.2*(d-0.5)

    medium swirl:
    d=d+0.001;
    r=r-0.025*cos(d*16)

    sunburster:
    d=d-(sin(d)*0.1*abs(sin(r*18)));
    r=r+0.004
    (I find that this works better than the preset, because ther preset has an up-and-left movement, in addition to the sunbursting)

    swirling around both ways at once:
    d=d+0.001;
    r=r-0.1*cos(d*16+0.75)
    (four times more than medium swirl, with a bit of an offset)

    bubbling ******ds:
    d=d-0.025*pow(1.33*sin(d*2*1.57)-0.25,4);
    r=r-log(0.01+d)/100
    (same thing as with sunburster, but the movement of the center did not look good without the r movement)

    5 pointed distro:
    d=d-0.1*sin(d)*abs(sin(r*2.5+1.57));
    r=r+0.005
    (it's a good likeness, but it's not as exact as I'd like)

    I think blocky partial out can be done using rect coordinates... Slight fuzzify looks like it could be done like the swirl to center preset, except that the swirls are only a few pixels wide, rather than a third of the screen.

    Hope that helped...

  • #2
    big thanks, (i think)
    batman

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    • #3
      tunnel...

      This one approximates the tunnel movement. The real 'tunnel' seems to have its rotation point slightly to the left of the center, but other than that it's near perfect.

      df=d-.16;df=if(below(df,0.02),0.02,df);
      d=d-sqr(df)*.23;r=r+0.035

      A tip for decoding the movements is to create a preset that contains this:

      -Effect List (Input: ignore / Output: replace)
      Simple -> Oscilloscope Dots
      Movement (Original)
      -Effect List (Input: ignore / Output: subtractive blend 1)
      Simple -> Oscilloscope Dots
      Movement (Your own)

      Now you will see the difference between the two movements. The brighter the picture, the worse you're doing. You should also see your movement as a 'black layer' over the original. It can help you decode the movement.

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      • #4
        unconed, whatta hell u talking about
        tunneling movement is
        d=sin(d);r=0.05+r
        batman

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        • #5
          Hell?

          I was "watta hell" talking about another solution for the tunnel which I found experimentally. You found a shorter one, nice. If you compare the two graphs (pop the formula in a superscope and plot them), you'll see that mine strongly resembles a sine-wave near 0-1.
          I checked your solution with the two-effect-list trick though and it seems the rotation factor is slightly too high.

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          • #6
            adjust 0.05 to the value you want then
            batman

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            • #7
              well i sound this out too.
              but d=sin(d); and d=atan(d); have simular effect as well.
              I am the one Armed Man in the Grassy knoll
              I run a Non-Profeit Organisation that makes Coisters.

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              • #8
                Blocky partial out

                By the way I think it's (sorta) impossible to do blocky partial out for now. I remember AVS not providing width/height in the movement, so you could only make it work on one resolution.

                Of course you can make something close, but the real idea here is to get exact copies right?

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                • #9
                  blur>> not really, d=sin(d) has a move "tunnel-like" depth, while d=atan(d), cuts the whole picture in2 4 parts,

                  unconed>> can u do the decode the "bleedin" movement
                  batman

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                  • #10
                    Bleedin

                    d=atan(d)*1.05;
                    r=.01+r;

                    I'm pretty sure this is it. i've got a slight problem remembering it right now.

                    Comment


                    • #11
                      welcome to 2006.

                      the code for bleedin' is:
                      t = cos(d * $PI);
                      r = r + (0.07 * t);
                      d = d * (0.98 + t * 0.10);
                      Jesus loves you [yes, you] so much, he even died for you so that you will not need to die, but live forever

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                      • #12
                        who uses preset movement anyway?
                        Life's a game, break the rules
                        Click here

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                        • #13
                          oh, I see this is your first post here.. Welcome!
                          Jesus loves you [yes, you] so much, he even died for you so that you will not need to die, but live forever

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                          • #14
                            ya, that was my first. i'm using a friends internet cuz i don't have any, so i couldn't check to see i was right. mine's actually kinda close. it's something from a really old avs i made when i first got winamp (2.something I think). but ya, thanx for the welcome.

                            Comment


                            • #15
                              oh god at the noobness of me. i'm uberembarrased.
                              batman

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