CompuServe Thread

#Morphing Car?

8 messages in this thread
#159219From: Kyle J. McKisicMar 15, 1995 10:48 PM
Hi Paul, thanks for your interest. Here's the basic process, minus the tweaking 🙂 -Say you've got this car mesh. Render a top view of it through the video post with SeeZ.ixp last in the queue and antialiasing turned off. (SeeZ is an .ipx routine that Tom Hudson wrote and is available here in the asoft forum. If you put it in your Video Post queue, It will calculate an 8-bit grayscale image based on the zbuffer of your scene – where geometry that is closest to your camera, is rendered white, and areas that have nothing or geometry that is furthest away from your camera, is rendered black. Everything else is some shade of gray.) -So now you've got this 'elevation map' of the car. I made a grid object with 100 grids on width and depth, with a height of 1 and no grids. If you take the image directly into Displace.pxp, and use it to affect a grid object, you'll get a shape that looks like you threw a bedsheet over the car. I made the grid at a high resolution so that I could see all of the little details of the car – like the little black rubber thing that goes around the windsheild. Note that creating a grid object with grids.pxp that has 0 grids on one of the axes, produces and object that will Skin.axp fine. I didn't use Skin on this because I had to apply the mapping coordinates by planar methods so there would be no seam between the grid and the rest of the street. -I took the z buffer image into photoshop and made several different blurred versions of it that I could use to make intermediate morph targets for the street. I think I even used ripple znd zig-zag filters on one of the images. -Then I created different morph targets in displace, and morphed the original, flat grid. -once the street was big enough to hide the car, I unhid the car from undeneath and wiped off the street with an opacity map. -Kyle
#159224From: LEE STEELMar 15, 1995 11:11 PM
Dave Marks and I sat and watched this animation over and over and had both come to a conclusion very close to your explanation. Nice job Kyle. -Lee
#159239From: Kyle J. McKisicMar 16, 1995 12:33 AM
thanks!
#159326From: Tim Krego, [pro.image]Mar 16, 1995 12:23 PM
>>>Here's the basic process, minus the tweaking 🙂 -Say you've got this car mesh.<<< Where did you get the Dodge Neon mesh?
#159335From: Kyle J. McKisicMar 16, 1995 1:07 PM
<<Neon mesh>> Viewpoint
#159365From: Tim Krego, [pro.image]Mar 16, 1995 4:03 PM
>><<Neon mesh>> Viewpoint<< OK, I assume you used it for a specific (ie.billable) project, since Viewpoint models pricing isn't for hobbiests.
#159382From: Kyle J. McKisicMar 16, 1995 5:50 PM
Tim, <<used it for a specific (ie.billable) project>> yeah, it's for a CD-ROM title I'm doing. <<Viewpoint models pricing isn't for hobbiests.>> oh how true . . . 🙂 -Kyle
#159413From: Paul J. PollastroMar 16, 1995 10:42 PM
Hello Kyle, Thanks for your time. I haven't tried anything like this. I'll give it a shot. once again nice work. Paul. NPD Corp.