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Forums > Beginner Poi Moves > The maths of the 3 Beat weave

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sinjaxBRONZE Member
Member
28 posts
Location: Southampton, United Kingdom


Posted:
Hi all

Recently i've been working on a 3D-animation coursework within which i decided to add a person doing poi. Course its all rather simple...the poi are made of a cylinder and a sphere and the "person" spinning them is a collection of cylinders to make the arms.

To do it i had to figure out the maths behind the 3 beat weave. Once i got into it, it became rather complicated to think about biggrin, its amazing how the simplist things our bodys can do are so god damn strange to model in maths and on computers. It turned out to be rather interesting if you're into that kinda stuff smile. Thought id slap it on here see if anyone was interested biggrin

I decided to model the situation on a per-poi basis to simplify things. Each poi has their own period which raises in steps of 10 degrees and has a range of 1080 degrees (that is 3 full rotations).

Now the things which make it a 3 beat weave is the points in this period where the poi travels from the left hand side to the right hand side and visa versa. I worked this out as being:

left poi
---------
leftPoiRotate >= 990 || leftPoiRotate <= 90
left poi travels to the left

leftPoiRotate >=270 && leftPoiRotate <= 450
left poi travels to the right


right poi
---------
rightPoiRotate >= 990 || rightPoiRotate <= 90
right poi travels to the right

rightPoiRotate >=270 && rightPoiRotate <= 450
right poi travels to the left

What this gives you is 2 poi spinning, changing position in x to give the affect of the 3 beat. To get a better 3 beat you can also add the change in period of the y which is simply the y portion of a circle at any given period of the poi....something like:

y = sin(poi_rotation)

The time steps the poi remain on the right or left hand side is what gives the movement of the 3 beat. With a bit of tinkering i recon this could be boiled down to a couple of paramteric equations for x,y and z for each poi smile

Hmm, but yeh thats what you're doing when you spin a 3 beat biggrin...or a close approximation where the arms pass through each other anyways wink

Efficient humour: "heh...wang smile"


GlåssDIAMOND Member
The Ministry of Manipulation
2,523 posts
Location: Bristol, United Kingdom


Posted:
And yes, Matt those were the points I modelled smile
and it works

TheWibblerGOLD Member
old hand
920 posts
Location: New Zealand


Posted:
"and the beat counter reads 6
perfect "

yep

It's not quite right if you do in time because the the beats still count

1,2,3,4,5,6

instead of

_,2,_,4,_,6

The In time split time button works fine in 1 plane but when you switch to anothr plane it is reversed. I think this is because the cos and sin for the rotation are contolling the wrong axes, i'll check it out.

I'll code the poi body to be 5 conected points.

oooOOOO, i'm getting excited about the possibilities.

m

Spherculism ~:~ The Act of becoming Spherculish.


TheWibblerGOLD Member
old hand
920 posts
Location: New Zealand


Posted:
poibot v0.6

wink

Spherculism ~:~ The Act of becoming Spherculish.


GlåssDIAMOND Member
The Ministry of Manipulation
2,523 posts
Location: Bristol, United Kingdom


Posted:
oh, I made it hit itself in the nads smile

TheWibblerGOLD Member
old hand
920 posts
Location: New Zealand


Posted:
haha, thats impossible ~ poibot's way too much fun to watch spin, she must be female...

Spherculism ~:~ The Act of becoming Spherculish.


_Clare_BRONZE Member
Still wiggling
5,967 posts
Location: Belfast, Northern Ireland (UK)


Posted:
well done lads.

hug

Getting to the other side smile


sinjaxBRONZE Member
Member
28 posts
Location: Southampton, United Kingdom


Posted:
Holy crap this has come along...i really need to check poi every second instead of every week biggrin

ok ok...dude that wanted the source code...err...you dont want the source code wink. I promise you....its a terrible uncommented crime against humanity biggrin....but i'll make it available if you're interested smile

poibot....is...amazing biggrin....so close to exactly what i wanted to be done at the beggining of this thread biggrin...

Efficient humour: "heh...wang smile"


NYCNYC
9,232 posts
Location: NYC, NY, USA


Posted:
The freestyle mode is amazing.

The only glitch seems to be at the end of every 'bar' of maxbeats... when he returns to the beginning, he does a little spaz glitch.

I'm finding new transitions just watching him. He did a nice transition from an offset hug to an isolated buzzsaw that I'm totally stealing. wink

Well, shall we go?
Yes, let's go.
[They do not move.]


TheWibblerGOLD Member
old hand
920 posts
Location: New Zealand


Posted:
Yeah that glitch is a bitch. It never used to be there, then it appeared, then i thought i got rid of it and now it's back.

I think i know how to get rid of it. It happens because for a split second the beat value is 1 more than maxBeat.

Been watching some awsome isolated butterfly patterns.

When she spins a random pattern over and over it makes the way we define 'moves' seem so arbitery.

m

Spherculism ~:~ The Act of becoming Spherculish.


_Clare_BRONZE Member
Still wiggling
5,967 posts
Location: Belfast, Northern Ireland (UK)


Posted:
Whatcha gonna call her? I'm sure you can come up with something other than Poibot biggrin

Getting to the other side smile


TheWibblerGOLD Member
old hand
920 posts
Location: New Zealand


Posted:
it's always been poibot i'm afraid, been well over a year in the making,

but i'm up for suggestions.

Spherculism ~:~ The Act of becoming Spherculish.


_Clare_BRONZE Member
Still wiggling
5,967 posts
Location: Belfast, Northern Ireland (UK)


Posted:
Lol, ok then. Tis not very feminine though biggrin

Getting to the other side smile


NYCNYC
9,232 posts
Location: NYC, NY, USA


Posted:
Split time butterflies in the wheel plane appear to be "In time"... though I'd happily admit I was wrong.

If I was doing butterfly buzzsaw and they both hit the bottom at the exact same time, I'd call that 'in time'. If my buzzsaw butterflies hit the front and back at the same time, I'd call that 'split time'.

Poibot disagrees with me.

Am I wrong? I think I might be wrong.

Well, shall we go?
Yes, let's go.
[They do not move.]


fluffy napalm fairyCarpal \'Tunnel
3,638 posts
Location: Brum / Dorset / Fairy Land


Posted:
ubblove confused ubblove

you have no idea how much reading this has made me smile

thanks beautiful geeky people

Geologists do it in the dirt................ spank


sinjaxBRONZE Member
Member
28 posts
Location: Southampton, United Kingdom


Posted:
Ok dude this thing is amazing, but you clearly have the X, Y and Z pos of every bit of poi so why not move it into 3D!



I was sure flash had a 3D engine (if not built in then as a library)



Swift 3D seems to be flash's 3D animation suite

https://www.erain.com/products/




But yeh, at least when i was whacking it together in OpenGL the hardest bit was working out the positions on the X,Y and Z and just rendering the correct polygons( or models 3D poi model ). Seeing as you have the X,Y and Z it seems the hard bit is over and all you need to do is render a nice 3D poi in the appropriate positions! biggrin



It must be done smile....especially with your current isometric 3D studio max style display which is BEGGING for that 4th window to be the 3D view wink
EDITED_BY: sinjax (1105090975)

Efficient humour: "heh...wang smile"


w00t!newbie
16 posts
Location: united kingdom


Posted:
hello just read this and i would like to say i am realy realy confused cos i hate maths lmao
thanks
confused2

---------------------
i am hard but i'm soft, i am fruity but i'm sweet, i am jelly,what am i?


TheWibblerGOLD Member
old hand
920 posts
Location: New Zealand


Posted:
The in time split time thing seems to vary according to the plane, i think i have sin and cos round the wrong way for the localX and localY values in the wall plane. And you're right, if you're doing butterfly In time, then they cross top and bottom, if you do split time they cross left right.


The 3 views are indeed begging for a 4th in perspective. Glass sent me the equations i need to do it in flash. However as musashii pointed out on sph'ism, shockwave has uilt in 3d engine which is far better to use. I downloaded a trial copy of director today and it seems as easy to use as flash, gonna do a 3d tutorial and see how possible it is to rewrite the whole thing in shockwave. Cos at the moment the localZ value (going in and out of your monitor) is a bit of a bodge because in flash ou cannot have 2 movieClips on the same _level, that's why if both poi are at the same depth the green one disappears (beause it draws the green one at a certain level and then draws the red one on the same level, which deletes the first.

If i do it in shockwave i can reder a fully boned model spinning in 3d with a moving camera and particle effect, like ribbons or fire.

I don't think swift is all that, but i could be wrong.


Thanks for all the feedback guys,

m

Spherculism ~:~ The Act of becoming Spherculish.


Motaddict
666 posts
Location: Netherlands


Posted:
DAMN matt, thats brilliant. Wow!

Hey if you press randomize all, it even looks like matt doing his crazy butterfly/isolation/threading combos biggrin

Once again, wow, fair play.

Come forth and thou shalt win enternal happiness. but he came fifth so he won an electric toatser.


sinjaxBRONZE Member
Member
28 posts
Location: Southampton, United Kingdom


Posted:
welp, good luck with the flash 3D stuff. By the ways, how open source is your stuff? After my exams are over and i have some time to breath id definetly like to have a go at porting it to C++ and openGL from flash?

Efficient humour: "heh...wang smile"


TheWibblerGOLD Member
old hand
920 posts
Location: New Zealand


Posted:
Cheers MOT, that's just the beggining smile I wish i could spin poi that well, and I wish my poi would pass straight through my body and I wish I could do perfect head isolations but hey. Very addictive to watch tho.

sinjax, once I've tidied up the code it will be available to anyone who wants it. At the moment it is quite a mess. I need to go through it and turn everything into functions, instead of just copy and pasting it all.

m

Spherculism ~:~ The Act of becoming Spherculish.


minimaniacThe Ladiees Man
360 posts
Location: near swindon/ oxford


Posted:
good stuff, thats wicked!

I'm going to leave the army and run away to the circus

if not i will just become a MI5 agent !!!


DutSILVER Member
lurker
380 posts
Location: Nashville, TN, USA


Posted:
>>When she spins a random pattern over and over it makes the way we define 'moves' seem so arbitery.

that's prolly because we have something called 'collision detection' in our world. wink we can't spin arbitrary patterns in space -- our own arms and chains (and often faces and nads and other things) get in the way. the other reason I don't know if that type will ever work is because one of the instruments you have to model perfectly is the human body. generating all the possible combinations of angles we can put our body into is equivalent to listing all possible poi angles about that body. the poi are the easy part, and can obviously be simulated (gets harder with tangles, i guess)-- the bodies, though, are near impossible to code more fully than a flexible person could try in real space easier. if it gives us even a few newideas, it's got to be worth it though, right? and it can easily show newbies certain specifics they'd not gotten in their head. I'd concentrate on getting the wrists and elbows to start looking a little more realistic, next. beautiful job coming up with an interface that works so well, too!

-- dut

KenetorSILVER Member
newbie
16 posts
Location: Thanet, United Kingdom


Posted:
well ive just read the first post, not gonna read through all the pages, i do 3d animation and i think your crazy! if you wanted to animate it surely it would be easyer to just have the poi follow a path, that way its easyer to edit and put it natural imperfections to the animation smile

Kenetor

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