#Realistic Simulation!!
8 messages in this thread
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.
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
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
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.
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
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>.
>> Link Info
Yet another underused 3DS feature. Thanks for the reminder.
– Dave
Thankyou for the tips……I would very much like the sample code of keyscript
if its not to much trouble.
Cheers 🙂