Animation tools, character animation, non linear animation

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Post by rakhi » Sat Dec 18, 2004 8:58 pm

What is "Slurph" slider and how can I use it (please give me example)
Last edited by rakhi on Sun Dec 19, 2004 10:01 am, edited 1 time in total.

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Post by halibut » Sat Dec 18, 2004 10:09 pm

The etymology of Slurph:

"Slurp" means the same in Dutch and English, its noisy sucking of a
beverage. The 'slurph' effect resembles this, the vertices are 'sucked'
sequentially to its next key position. At the time I wrote that effect,
everyone was into Morphing, hence the addition of an 'h' to 'slurp'.
And finally, a 'slurf' is Dutch for the elephant's trunk, something
that really sucks! ;-)


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Post by joeri » Sun Dec 26, 2004 3:33 pm

Wow, a whole piece without mentioning once I made up that word.

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Post by slikdigit » Mon Dec 27, 2004 1:35 am

and from the manual:
This option is only available if there are VertexKeys. The "Slurph" value specifies a fixed delay for the interpolation of Keys pervertex. The first vertex comes first, the last vertex has a delay of "Slurph" frames. This effect makes quite special and realistic Key framing possible.

Watch the sequence of vertices carefully with Meshes. The sequence can be sorted with the commands EditButtons->Xsort and EditButons->Hash. Naturally, it is important that this occurs before the VertexKeys are created, because otherwise quite unpredictable things can occur (however, it can be nice for Halos).
basically, it allows you to delay optionally the application of a vertex key in time, on individual vertices. If you have the order of the vertices organized "right" this can give a fake "softbody" effect, since some parts of your mesh "react" at different times.
I could be nice, for instance, if you are trying to animate a clothlike object. but the control over it is limited- I've never actually used this feature.

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Post by rakhi » Mon Dec 27, 2004 12:12 pm

Thanks :!:

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