CompuServe Thread

#Realistic Simulation!!

8 messages in this thread
#169609From: Ed at Vismed LtdMay 11, 1995 11:24 AM
I amworking on a animation that shows the mode of action of a certain drug. The animation follows a the journey of a capsule down into the stomach. The capsule then breaks apart and releases loads of granules.Any ideas how to easily realistically animate loads of granules along similar paths at varying speeds, without making things get very complicated in the keyframer. I have already tried with 7 clones of the same object…but this means things get overly complicated.
#169629From: MARTIN G FOSTERMay 11, 1995 1:42 PM
Ed, >> Any ideas how to easily realistically animate loads of granules along similar paths at varying speeds, without making things get very complicated in the keyframer. << What's wrong with complexity? It's ambrosia to me. Anyway here's some suggestions which get progressively more complex. You could hierarchically link the granules to a dummy and then at the right time scale up the dummy equally on all 3 axes. This will dissipate the particles outwards from the pivot point of the dummy. It will also scale them too, so you would have to proportionaly scale down the granules to compensate (If you scale the dummy 400%, scale the granule 25%). Do it for one granule then copy tracks from it to all the other granules. Other things to think about: you could animate the dummy along a path during the explosion, if necessary, if you want to make the particles go in a particular direction. You could use the keyscript language that comes with 3ds to create some random variations in the position keys of the granules during the explosion. It's not hard to do. I could post some sample code if you are interested. I did a piano-to-flock-of-birds explosion with this technique recently – it's for a movie called "Virtuosity". Martin
#169694From: Yost GroupMay 11, 1995 8:06 PM
Hi, Martin, What's wrong with simplicity? <g> How about using Link Info to turn off the scale of the granules before scaling up the dummy? (All that percentage stuff is just _too_ excrutiating.) – Jack
#169705From: MARTIN G FOSTERMay 11, 1995 9:05 PM
Jack, >> What's wrong with simplicity? <g> << I don't think we'd be in this biz if we enjoyed simplicity. We'd be sheep farmers in Mexico or something. >> Link Info to turn off the scale of the granules before scaling up the dummy? << that's a good tip, though. I've never used it.
#169771From: Yost GroupMay 12, 1995 10:14 AM
I surprised there's _any_ feature in 3DS you haven't tried, but particularly Link Info. Before IK came along, I used Link Info to turn off the Rotate linkages for animations (such as the bird's legs). It's a personal preference, but I found it much easier to manipulate limbs that way. – J
#169803From: MARTIN G FOSTERMay 12, 1995 12:34 PM
Jack, >> I surprised there's _any_ feature in 3DS you haven't tried, but particularly Link Info. << Well, I used it if it's in the tutorials (maybe I should do 'em again) then I promptly forgot it – limited brain capacity you know. Plus it's a big program. These days I spend a lot of time learning how to use these darned big plug-ins that are being turned out at an alarming rate <g> I am flattered that you'd think there wasn't some feature I haven't tried. You are over-estimating me, though <g>.
#169805From: David J. MarksMay 12, 1995 12:35 PM
>> Link Info Yet another underused 3DS feature. Thanks for the reminder. – Dave
#169767From: Ed at Vismed LtdMay 12, 1995 9:33 AM
Thankyou for the tips……I would very much like the sample code of keyscript if its not to much trouble. Cheers 🙂