CompuServe Thread

#Particle Animation

11 messages in this thread
#75216From: Bill RaymondFeb 22, 1994 2:12 PM
I'm trying to learn more about particle animation in Imagine 2.9 (for DOS). I'd like to give an example of what I'm trying to do, and just see what everyone has to say –because I'm lost 🙁 I place a ground object into the stage editor (at its default position). Then I place a sphere right above it (and of course there's a light source). QUESTION: How can I make the sphere smoothly go from being a normal sphere to exploding, then all it's pieces bounce on the ground? QUESTION2: If that was an easy answer, then is there also a way to make the sphere do the same animation, but start exploding from the top until it reaches the bottom — and there's nothing left but a pile of rubble on the ground? I would really appreciate your help as I'm very new at using 3D software packages, and I hardly understand some of the terms in the Imagine list boxes.
#75225From: Alan HenryFeb 22, 1994 4:33 PM
Bill, – Assuming you are familiar with creating an animation, open a new project in the Project editor and set up a 50 frame animation in the Action editor. – While in the Detail editor, with the sphere object picked (blue color) using the LSHIFT-M combination (Move Axis) position the axis at the top of the sphere. **Ensure you are using a PRIMITIVE sphere (ie with triangular faces making up the sphere's surface). – Save the Sphere as ball.obj. – Go to the Stage editor and load the ball.obj – Place the ball.obj at Z=+200.0 (XY=0.0) – Load the ground object and place it at Z=0.0 (XY=0.0) – Load two Light Sources (Point or Spherical Lights) – Main (X=500 Y=-1000 and Z=1000 RGB 255) and Fill (X=-1000 Y=500 Z=-500 RGB 150) – Save Changes – Go to Action editor. – While in Add mode, click on the Sphere object's F/X line at frame 2 and frame 50. This will leave the ball unchanged in frame 1 and the explosion will occur from 2 through 50. – Select the Particles F/X. – In the requester set the following parameters: – Delayed and Bounce Buttons – selected – All other Buttons – deselected – Travel Distance – 200.00 – Triangle Scaling – 1.0 (leaves the triangles size unchanged throughout the animation) – Scaling Delay – 0.0 – Minimum # of Triangle Rotations – 1.0 – Maximum # of Triangle Rotations – 3.0 – Time to terminal H velocity – 49.0 (gradually increases each triangles horizontal velocity over time) – Gravitational Constant – 1.0 – Random Number Seed – 69.0 – Elasticity – 50.0 (higher numbers bounce more) – Time to terminal Z velocity – 40.0 (increases the vertical velocity a little faster than horizontal) – Ground Z Coordinate – 0.0 (tells the triangles where to bounce, regardless of where you put the ground object – 0.0 will align the two) – Speed Factor – 0.5 – Min/Max Angle from Z – 0.0/180.0 (defines a range of tragectory vectors each triangle can initially move away from the sphere on – straight up = 0.0 and straight down = 180.0) – Min/Max Angle from X – 0.0/360.0 (defines the azimuth range around the Z-axis that each triangle will depart the sphere object: +X=0.0 (360.0) +Y=90.0 -X=180.0 -Y=270.0 – Wind Speed – 0.0 – Wind Angle – 0.0 – Wind Start/Stop – 0.0 – Emmision Amt – 0.0 – Particle Subgroup – (N/A) Save Changes and Return to the Stage editor. Adjust the Perspective window until you can see the entire scene and Select Make from the Animate menu (accept the default settings). This should achieve the effect you were looking for.:) Alan Henry – Digital Plastic F-100-PW-200 Inside
#75302From: Anthony RamirezFeb 23, 1994 7:12 PM
Alan, I LOVE YOU!!!! Thank you for that GREAT!!! tutorial and for showing what some of those variables can do. Some of those are a bit cryptic and hard to understand. >- Time to terminal H velocity – 49.0 (gradually increases each triangles >horizontal velocity over time) Simple explanations like that and the `Min/Max angle from X' helped me understand what exactly the Particle effect is doing. I am not knocking experimentation but at least now I can look at the LARGE particle requester and try and make sense of it. Thanks again. <<< Tony D. Tracer >>> (Any render time >0 needs acceleration.)
#75307From: Alan HenryFeb 23, 1994 9:08 PM
Tony, The Particles parameters (say that 3 times fast) explanation is what you can expect from the 3.0 manual. There will be very little "experimentation" required. Practically every parameter/function/menu of each editor will be defined. Actually, the manual will go into a little more detail than my previous post. <<Alan, I LOVE YOU!!!!>> I bet you say that to all the 3-D artists! ;^o Alan Henry – Digital Plastic F-100-PW-200 Inside
#75496From: Anthony RamirezFeb 25, 1994 11:45 PM
>Practically every parameter/function/menu of each editor will be >defined. Try to included comments like `increasing/decreasing this parameter can be used to do [insert FX here]…'. Things like this will instantly give readers a idea of what changes will do. >I bet you say that to all the 3-D artists! ;^o No, only ones that make my life easier. :^) <<< Tony D. Tracer >>> (Any render time >0 needs acceleration.)
#75226From: Stan Kalisher (Impulse)Feb 22, 1994 4:41 PM
Bill, There is only one problem. In the case of particles. If you assign a particle to the object in the detail editor it will render that way so that the object does not transistion from a faced to particle object. Its sort of all or nothing. As for the start at the top, explode and then bounce, that is easy. In the detail editor move the axis of the object to the top of the sphere, this tells the particle system that this is where you want things to start from. Now use the delayed and bounce effect buttons, establish a place where you want the balls or particles to bounce, if you place the ground at say, -100 in Z then this would be the place where you want the ground established in the praticle requester. Help? Mike
#75280From: Bill RaymondFeb 23, 1994 11:58 AM
Thanks for everyones help. That step-by-step example was great! I do have two more questions concerning particle animation: 1) Is there a way to make that sphere completely 'dissolve' onto the ground? (when the sphere dissolves now, the bottom portion is still there). 2) Is it possible to have the particles sit on the ground after the sphere completely dissolved, while I start another animation on the same screen? (example: a sphere dissolves completely — the particles fall to the ground and finish bouncing — and reveals a spinning logo that was originally covered by the sphere). I really appreciate everyones help on here. I would love to find out how some of you figured this stuff out. I certainly don't have time to sit and play with Imagine, as I'm far too busy. Maybe someone at Impulse can release tutorials of some sort on a frequent basis. Each tutorial could cover a very specific use of Imagine. Thanks. -Bill
#75283From: Alan HenryFeb 23, 1994 12:50 PM
Bill, Change the animation length to 100 frames. While in info mode, click on the Ball object's Actor timeline and change the end frame to 100. Leave the Particles F/X set from frames 2-50. Now when you render the animation the Sphere will completely explode to the ground by frame 50 and then just lay there for another 50 frames. You can load the Logo object inside the Sphere in frame 1 and use the Rotate F/X on it from frame 1-100. See how that works…:^) Alan Henry – Digital Plastic F-100-PW-200 Inside
#75296From: Alan HenryFeb 23, 1994 6:01 PM
Bill, Change 1, to the 100 frame Particle animation: Set the Particles F/X End Frame to 100 also. Otherwise the sphere will reappear in its original position. Sorry, I wrote it at work without testing. :^) Alan Henry – Digital Plastic F-100-PW-200 Inside
#75841From: Charles BlaquiereFeb 28, 1994 10:46 PM
Mike, re: Bill's situation, where he wants the sphere to start off normal, then seamlessly turn into a particle explosion — yes, I know that particle status is a switch, and that an object either is or isn't "particle-ized" . <Sorry B^)> However, what's to stop our friend from defining the particles as _a single triangle_? Perhaps there's a particle size/fit option that would make the triangular particles look & feel <g> just like the faces on the non-particle-ized sphere? Blaq!
#75898From: Peter GreciMar 1, 1994 3:52 PM
This discussion of Particle Explosions is what prompted me to experiemtn and come up with the MeltDown. Also I do believe you can control the size of the particles via the Emission percentage.