CompuServe Thread

#Animated Skid Marks

11 messages in this thread
#11189From: Rick MillerMar 25, 1992 2:23 PM
Once again it is time to tap the resources of the experts on this forum. You know, "a has been under pressure." Just kidding you guys and gals. How can I animate the skid marks of a car as it is sliding. The skid marks need to follow each tire as it happens. I would assume this would be done as a flic and then mapped onto the road surface. Could this be done entirely in 3D Studio. If its going to be a map, how would you scale and coordinate etc. the map so that it fits correctly into 3D Studio. Thanks in advance Rick
#11198From: Craig Sharp [Mem TM]Mar 25, 1992 4:42 PM
Rick: You can make up a 'flat' object that has more faces than it needs when it is 'near 0 length'. Then, you simply morph it to the final 'bent' line on the pavement and animate the sucker… (This 'flat' object is actually a near flat square tube with alot of steps in it when it is lofted.). I'm sure someone will have another idea that is alot better than this… which is why I only do this for fun <g>. C#
#11227From: Rick MillerMar 26, 1992 9:44 AM
Thanks Craig for your idea on morphing. I still see a problem with making the objects to fit the slid close enough that it appears under the tires and not off to the side. I don't have any numbers for the skid marks, therefore I would have to create them by looking at how each tire moved, looks like it could take some time to get it right. I hope I don't have to animate Danny Sullivan's 360 degree slide at the Indy 500 a few years back. Thanks again….. Rick
#11228From: Yost GroupMar 26, 1992 10:29 AM
I'd use AniPro to create an animation of the skids as an animated texture map. First, render a flat-shaded animation of the 3D scene from directly overhead. Bring that flic into AniPro and use it to create an animated texture map of the road surface with the skid marks, then map that flic back onto the road object in 3D Studio and render it. – Jack
#11254From: Craig Sharp [Mem TM]Mar 26, 1992 6:35 PM
Rick: Yes, I see what you mean. Jack's idea won't help you either if the tires aren't on a predictable path. The idea I posted would mean that you would have to morph the skids one frame at a time. I would imagine that someone could write a C program that could be run as an external application to make part of an object morph to another. I'm not big on animation but you could use an overhead view to make a movie of the tires only. Make a flic of the tires and take it into Animator Pro. Use the tires with scrape ink to 'reveal' the skids… (maybe that's what Jack said afterall…<g>). C#
#11286From: Yost GroupMar 27, 1992 9:47 AM
What I was suggesting, Craig, was that he make a draft flic from 3DS of the car animation. It doesn't matter if the tires aren't on a predictable path, because he would essentially rotoscope the skid marks directly over the draft flic, then erase the rest of the flic and create a pavement, etc… – J
#11214From: MARTIN G FOSTERMar 25, 1992 9:54 PM
As with most problems there may be several solutions. You could create flat geometry with the tire pattern (painted in animator) textured onto the object. This could be scaled along one axis (the direction of the slide) as the animation proceeds. Make sure the object's pivot point is at the beginning of the skid. This only works well with straight skid marks. If the skid marks are erratic you could paint the entire skid in animator in black on a grey background (for the texture) saving this as a cel or gif, then make an animated opacity map (in white on black) of the whole skid mark. To do this you could start on the last frame in animator pro and then remove a bit of the skid (draw over it in black) then go back one more frame and remove a bit more, until you have removed it all over the number of frames you want. Make a meterial in 3ds with the texture map (.gif) and the opacity map (.fli). Hope I haven't confused you. Morphing could work, too, as the other reply stated, only it's not good for complicated skids.
#11226From: Rick MillerMar 26, 1992 9:43 AM
Martin: You are not trying to tell me that there is not, "ONE PERFECT SOLUTION." How will I ever be able to handle it <grin>. Seriously, thats what I like about 3D Studio, you have to be a creative problem solver to enjoy this work. Most likely my skid marks will not be perfectly straight. Let me number my questions for easier reference. 1) How would you paint the skid marks such that they were the right width, length and curvature to fit into 3D Studio and appear under the tire making the skid? Can you use pixels some how to provide a dimension to work with? 2) How would you know how much to erase from each frame? The car is not moving the same distance in each frame, in fact it is different in every frame. The answer to question #1 may provide the answer to this question. 3) Why use the opacity map, could you just animate the black skid mark on top of a dark gray background (asphalt)? Then map that onto the road surface. Again how do you get the map to be the right size and shape to fit into 3DS? 4) If you used an opacity map, would you not see through the road surface into oblivion? I'm looking forward to 3dsr2 and the additional tutorials, on mapping I hope. 5) Would you suggest mapping the skid marks on just the required faces or the whole road surface. The road surface might be nearly one square mile? Thanks again Martin for your help!!!……Rick
#11265From: MARTIN G FOSTERMar 26, 1992 8:47 PM
I like Jack's solution (the Yost Groupies). You will have to create the animation of how the car moves and you can use this as a template in animator pro to do an animated texture map. He's so smart!<g>. Actually, if you can wait version 2 has some awesome tools which would help you out. For example, you can get a ghost image of your car's wheels in the 2d shaper enabling you to make a flat skid path then clone that path to the exact width you need. Then bring that shape into the 3d editor and have it slightly above the road surface and use the animated opacity/texture map technique. 3ds2 has some new mapping tools too, but you may need to use Jack's technique to get the timing right since the car's speed is not constant. As Gary would say "you figure it out","experiment","enjoy" and "good luck", I wouldn't want to take away the joy of finding the complete solution from you.<g>
#11282From: Keith SeifertMar 27, 1992 2:09 AM
Rick, You could add a surface on the road surface with the full skid marks mapped on. Then add a second surface on top of the skid marks with a repeat of the road mapping. Then move the covering road surface along the road as you need to uncover the skid marks. Haven't tried this but who knows. Keith.
#11287From: Yost GroupMar 27, 1992 9:51 AM
Picking up on your idea, Keith, you could use a matte object (Modify/Object/ Attributes) and either link it to the car, or use Copy Tracks to copy the car tracks to the matte object. (You'd need 3dsR2 to most easily work the Copy Tracks.) – J