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RUBBER FACES

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Author: Xray

Group: Default

Filesize: 328.55 kB

Date added: 2013-06-21

Rating: 5

Downloads: 2015

Views: 434

Comments: 11

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

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You can pull these pretty faces around with your Drag Tool. Stretch them, bounce them, and knock 'em around!

I created the round one by Spongifying a circle. The rectangular one was created by adding a texture to s_noonan's Deformable Material scene.

By the way, my wife let me use her picture for this scene, and so she's Okay with it.
Last edited at 2013/06/21 02:45:30 by Xray
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first of all thats not you wife!lol:) and second of all the face weirded me out but the game was good:) keep on makeing good games!
dragongirl - This is not a game. It's simply a demonstration of things you can do with Algodoo. And yes, you are right about that girl not being my wife. I was just making a joke so some guys might be jealous of me! :lol:

Actually, my real wife is much prettier than that girl.
Last edited at 2013/06/21 05:28:48 by Xray
i know it isant a game i just call every things games and also lol:)
Good idea. Looks like you are the first to come up with it. This method should come in handy for making a new type of ragdoll. :tup: :tup:
i cant stop playing it its so good
I'm curious as to how you added the texture to the Deformable Material. My best guess is that you added script to the update event in each box to change the textureMatrix and then deleted the code after running it.
Last edited at 2013/06/21 22:07:22 by s_noonan
s_noonan - No, I did not add script and delete it. The process was simpler than that, but when I try to duplicate it, it doesn't quite look right for some reason. Here is how I think I did it (I should have written down the exact procedure!): Create a box that is the same height and width of the tessellated structure. Add the desired texture file (the one that you want to use for the tessellated structure) to the newly created box. Select the box, and adjust the position of the texture so that it looks correct (usually you can press the mouse thumbwheel to automatically position the texture). Then open the script menu and highlight the TextureMatrix array. Press Ctl-C (Copy). Now select the entire tessellated structure and add the same texture file to all of the boxes or circles (whichever your structure is made of). Then highlight the Question mark that you should see in the TextureMatrix window. (It is a question mark because the matrix values are different for each box or circle of the tessellated structure). Now do Ctl-V (Paste). You are pasting the TextureMatrix from the other box with texture into all of the boxes of the tessellated structure. Now you should be able to use the Texture Tool to size and position the texture. You may need to adjust the brightness also.

Like I said, this procedure sort of works, but for some reason, it's not perfect. Maybe you can figure it out from this point. If you do, please let me know how you did it!
Last edited at 2013/06/22 06:27:14 by Xray
This is what I did:
1. Select all boxes in deformable material.
2. Insert the following in the update event:
G1 = 0.4;
G2 = 0.5;
D1 = 0.3;
D2 = 0.4;
textureMatrix = [G1 * cos(angle), -1.0 * G1 * sin(angle), G1 * pos(0) + D1, G2 * sin(angle), G2 * cos(angle), G2 * pos(1) + D2, 0.0, 0.0, 1.0]
3. Remove the code in the update event.
Last edited at 2013/06/22 14:00:53 by s_noonan
Hey, that works very well! I don't understand the code, but after studying it for a while, I should be able to figure out how it works.

THANKS!!! :tup:
I copyed the rectangle one and made it my scene in your face xray
I made another scene by copying the rectangle one