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Make Polygon Visible

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Curtis Polk

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Make Polygon Visible

PostThu Jan 06, 2022 3:31 pm

Running Standalone Fusion 9. I want to create a 60-sided polygon, and add animated lines from the center to each vertex. When I create the polygon node, it is not visible. How to make it display in a viewer?
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Sander de Regt

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Re: Make Polygon Visible

PostThu Jan 06, 2022 3:48 pm

I don't think you mean just dragging it to the viewer?
And is it important that it's actually a polygon or are you just trying to create a radial of 60 lines going outwards from the center?
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xunile

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Re: Make Polygon Visible

PostThu Jan 06, 2022 4:37 pm

The Polygon node is a mask, you have to attach it to the mask input of a Background node.
Attachments
2022-01-06.png
2022-01-06.png (298.87 KiB) Viewed 1655 times
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Curtis Polk

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Re: Make Polygon Visible

PostThu Jan 06, 2022 5:23 pm

Sorry, I didn't realize that it was a mask. What I am trying to do is create a radial wipe. All I really need is an animated circle that disappears as its radius revolves around the center. A multi-sided polygon seemed to be an easy way to do this. There appears to be no way to overlay guidelines on an ellipse, so an animated paint tool is not suitable. More frustration: after many searches in the tool manual, I determined that the ply tool was a mask, so I attempted to delete the post, so as not to waste anyone else's time. Gotcha. A post cannot be deleted if someone has replied to it.
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Sander de Regt

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Re: Make Polygon Visible

PostThu Jan 06, 2022 5:30 pm

Any post that people can learn from is not a waste of time.
You can't delete a thread but you can rename it, so you could continue in this thread with what it is you're actually looking for.

I am not at my pc right now, so I can't dive into what you need, but I'll take a look later.
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xunile

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Re: Make Polygon Visible

PostFri Jan 07, 2022 3:39 am

You can try using a Background node, choose an Angle Gradient. Move the start point from the left to the middle. set one point to black and one to transparent, then keyframe them both from .001 to .999. Then use an Ellipse mask to create the circle connected to the Background mask input.

Here are the nodes, just copy the code and paste it into the Fusion Flow.

Code: Select all
{
   Tools = ordered() {
      Background2 = Background {
         CtrlWZoom = false,
         Inputs = {
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            Type = Input { Value = FuID { "Gradient" }, },
            GradientType = Input { Value = FuID { "Angle" }, },
            Start = Input { Value = { 0.486138613861386, 0.505281690140845 }, },
            End = Input { Value = { 0.999164603960396, 0.497509128847157 }, },
            Gradient = Input {
               SourceOp = "Background2Gradient",
               Source = "Value",
            },
            EffectMask = Input {
               SourceOp = "Ellipse1",
               Source = "Mask",
            }
         },
         ViewInfo = OperatorInfo { Pos = { 576, 190 } },
      },
      Background2Gradient = BezierSpline {
         SplineColor = { Red = 221, Green = 109, Blue = 14 },
         NameSet = true,
         KeyFrames = {
            [0] = { 0, RH = { 40.3333333333333, 0.333333333333333 }, Flags = { Linear = true, LockedY = true }, Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 0 },
                     [0.001] = { 0, 0, 0, 1 }
                  }
               } },
            [121] = { 1, LH = { 80.6666666666667, 0.666666666666667 }, Flags = { Linear = true, LockedY = true }, Value = Gradient {
                  Colors = {
                     [0.999] = { 0, 0, 0, 0 },
                     [1] = { 0, 0, 0, 1 }
                  }
               } }
         }
      },
      Ellipse1 = EllipseMask {
         Inputs = {
            MaskWidth = Input { Value = 1920, },
            MaskHeight = Input { Value = 1080, },
            PixelAspect = Input { Value = { 1, 1 }, },
            ClippingMode = Input { Value = FuID { "None" }, },
            Width = Input { Value = 0.22191412018191, },
            Height = Input { Value = 0.22191412018191, },
         },
         ViewInfo = OperatorInfo { Pos = { 579, 72.5 } },
      }
   }
}
Attachments
2022-01-06 (1).png
2022-01-06 (1).png (293.49 KiB) Viewed 1544 times
2022-01-06 (2).png
2022-01-06 (2).png (346.46 KiB) Viewed 1544 times
Last edited by xunile on Sun Jan 09, 2022 6:49 pm, edited 1 time in total.
Win 10 Home | Intel i7 - 10700f 64 GB 1 TB GB SSD 2 TB SSD
RTX-3060 12 GB | Resolve Studio 18.6.6| Fusion Studio 18.6.6

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Curtis Polk

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Re: Make Polygon Visible

PostSun Jan 09, 2022 5:18 pm

Thank you. I found a solution in a YT video. Create a background, color white, and adjust its Y downward, so that about half of it shows at the bottom. Add a rectangle mask , and on top of that, a rectangle. Add a Coordinate Space, and set it to Polar to Rectangular (this seems backwards to me, but it works.) Animate the rectangle mask, moving X from .5 to off screen left. Both rectangles should be square, with sides equal to the comp's horizontal dimension. Add another background and pipe the coordinate space to its mask input. This produces a radial mask that starts at 9 o'clock (pointing horizontal left.) I added a static transform to subtract 90 degrees, so that the mask starts straight up at 12 o/clock. can't say I quite understand what's happening, but it works. Since both the foreground and background of the comp are similar, I added a rotating line over the edge of the mask to indicate progress.
I'm not sure I'm explaining this clearly, so, if you'd like, I can attach a screen shot of the flow, or a link to the YT video.
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xunile

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Re: Make Polygon Visible

PostSun Jan 09, 2022 6:23 pm

Seems a bit more complicated than my solution, but if it works that is what matters.
Win 10 Home | Intel i7 - 10700f 64 GB 1 TB GB SSD 2 TB SSD
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