#Plasma Cannon
4 messages in this thread
The other day you submitted the plasma cannon and I was very interested in
knowing how you made the turret move while the gun where cocking. Also, how did
you make the lasers…..that was pretty impressive!
Thanks!
John
Hello John,
The plasma cannon animation was produced by linking various parts of the model
with 4 different dummies created in the keyframer. Dummy #1 was the parent
object for everything except the base mount and was located at the center of
the cannon's turret. The second dummy was located at the pivot point for both
cannon barrels and I linked the rectangular barrels, the round barrels, the end
caps and the plasma beams to this dummy as well. Dummy #3 was located at the
end caps of the barrels and I linked just the round barrels, the end caps and
the plasma beams to it. Finally I created dummy #4 and located it at the center
of the "radar" post and linked the post and the radar dish to this last dummy.
Using 3DS ver3.0 keyframer I first set up the motion of the recoil action of
the cannon barrels. This is a simple 2D move straight backwards until the edges
of the end caps lined up with the mating edges on the rectangular portion of
the cannon barrels. I performed this move once and then copied the keys in the
"track information" window. Second, I chose absolute rotation for the objects
linked to dummy #2 and this makes the cannon barrels swing up and down. Third,
another absolute rotation for the dummy #1 so the turret, barrels, etc. swing
from side to side. Finally 3600 degrees of absolute rotation over 60 frames for
dummy #4 so that the radar spins. The secret to all of this movement is to use
the TAB key to toggle between the different axes of rotation.
As for the plasma beams, they are keyframed on and off using the HIDE option in
the track information window. To emphasize the effect, I placed a omni light
between both beams and then keyframed its color from black (0,0,0) to
yellowish-green (I forgot the RGB values) so that it flicked on and off to
coincide with the cannon's firing. In the materials editor, I created a
self-illuminating material with the same yellowish-green and applied it to the
plasma beams. So the effect is very bright objects, the plasma beams, that
appear and disappear quickly with additional light that sprays color onto the
front of the cannon turret.
Slow the animation way down ( say 2 frames per second ) and watch it again. BTW
I think that this 60-second animation looks it's best at 10 frames per second.
At these slower speeds, the light-splash effect is more noticeable. Now, if I
could only figure out how to keyframe the heat from the plasma beams <g>
I hope I've answered your questions, if not or if you have more questions
please do not hesitate to ask.
Cheers,
Frank Brattain
Thanks Frank for responding I really appreciate it. Like I said I was very
impressed with what you had done and now I am beginning to see the value of
using dummy objects. Thanks again for replying!
John
John,
Thank you for the positive feedback.
I had fun doing the sequence and it is nice to hear from someone who liked the
results.
By the way John, I'm kind of stumped on the subject of mapping textures to
surfaces. Can you help me out? Specifically, I want to follow the golden rule
of "don't construct with geometry what you can map with texture and color" as
it applies to placing the illusion of windows on an otherwise flat, featureless
side of a building. An office building for example…
I am convinced that I have the proper software, I just lack the technique. Any
advice?
Cheers,
Frank