CompuServe Thread

#Car Morph Effect

22 messages in this thread
#196407From: Jason LangeOct 21, 1995 9:24 AM
#Car Morph Effect — declared parent_msg_num=(none), resolved parent_id points to #(none)
Hi Kyle. I was wondering if you could tell me how you did the morph in you animation of the car coming from the street. I am most interested in the way you had the street unwrap from around the car. Thanks! Jason
#196415From: Kyle J. McKisicOct 21, 1995 10:26 AM
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Jason, 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 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. The opacity map was created through this method – 1) create a grayscale image in a paint program that is very amorphus, light and dark areas blending together in irregular forms. 2) create a grid via GRID.PXP and load it into displace 3) then use the grayscale image you made to displace it. 4) assign white neon to it and create a box object bigger than your displaced grid, but very thin – make this new box object a matte obj. 5) in the KF, animate the matte objet moving slowly, straight down, over X frames from above the grid to below the grid 6) render a top view and it will slowly reveal the mesh, giving your resultant flic a irregular, but procedural, animated opacity map to use – it works really well to get a look that's not standard. -Kyle
#196420From: Jason LangeOct 21, 1995 1:30 PM
#196415-Car Morph Effect — declared parent_msg_num=196415, resolved parent_id points to #196415
thanks!
#196475From: Thomas D. McGuireOct 21, 1995 11:32 PM
#196415-#Car Morph Effect — declared parent_msg_num=196415, resolved parent_id points to #196415
What was the name of the car animation? Sounds interesting. -Tom -Tom McGuire
#196497From: Kyle J. McKisicOct 22, 1995 9:54 AM
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It's called CARMOR.ZIP – in the Ipas Usage lib. -Kyle
#196486From: James Coulter[Mindscape]Oct 22, 1995 1:58 AM
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Impressive technique, Kyle. Thank you for sharing it. I have to admit, though, I'm _almost_ sad you shared it. It's kind of like a master magician revealing one of his illusions. — James — Choreo Motion —
#196499From: Kyle J. McKisicOct 22, 1995 10:17 AM
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James, thanks. >>I have to admit, though, I'm _almost_ sad you shared it.<< Well, it's been shared for quite a while – I wrote that message back in Feb. I just had to dig through my File Cabinet, Cut and Paste to answer Jason's question. >> It's kind of like a master magician revealing one of his illusions.<< So, I'm a "Master Magician", eh? I always considered myself to be a "Special Effects Wizard" <bg> But, really – I don't ever upload samples of my work that I'm not prepared to tell people how I did it, or have planned to publish the technique (Planet Studio, etc.). I be an @ss to share something with everyone, and when I get a barrage of 'how'd you do it' questions, say "sorry – can't tell you." – It's just bad practice – Also, I don't consider many of my techniques to be that great, they are very straight forward to me. One thing I generally don't do is upload the source meshes/maps -that just encourages people to capitalize directly on my art – I think that animation and modeling is 50/50 split between technical processes and artistic talent – I can give you the technical process, but I can't give you the artistic side. -Kyle
#196539From: Tim Krego, [pro.image]Oct 22, 1995 9:35 PM
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>I think that animation and modeling is 50/50 split between technical processes and artistic talent – I can give you the technical process, but I can't give you the artistic side.< I don't know where the split is now, but 10 years ago I'd say it was mostly techincal people that had access to the big computers. Now there more emphasis on the artistic side, people can afford the tools. I myself would like to be more artisitic and creative. I think we all pretty much have the same tools. Some people can do more with them.
#196647From: Kyle J. McKisicOct 23, 1995 1:10 PM
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>>I don't know where the split is now, but 10 years ago I'd say it was mostly techincal people that had access to the big computers. Now there more emphasis on the artistic side, people can afford the tools.<< I don't know if the split is really at 50/50 – but I'm finding that I tend to spend equeal or more time on the asthetics of my work (maps, etc.) than I do with all the technicalities.
#196544From: ALAN IGLESIASOct 22, 1995 9:38 PM
#196499-#Car Morph Effect — declared parent_msg_num=196499, resolved parent_id points to #196499
You have a great attitude, Kyle! Thanks for the stuff… -Alan
#196648From: Kyle J. McKisicOct 23, 1995 1:12 PM
#196544-Car Morph Effect — declared parent_msg_num=196544, resolved parent_id points to #196544
No Alan, thank you!
#196588From: LEE STEELOct 23, 1995 5:51 AM
#196499-#Car Morph Effect — declared parent_msg_num=196499, resolved parent_id points to #196499
Great point Kyle but we'll all be in trouble when that "Instant Artist" IPAS comes out.
#196612From: Jonas Ruikis [ADESK]Oct 23, 1995 9:42 AM
#196588-#Car Morph Effect — declared parent_msg_num=196588, resolved parent_id points to #196588
<< but we'll all be in trouble when that "Instant Artist" IPAS comes out. >> was that a reference to an instanced artist? 😉
#196625From: LEE STEELOct 23, 1995 11:27 AM
#196612-Car Morph Effect — declared parent_msg_num=196612, resolved parent_id points to #196612
Probably more like a referenced artist.
#196649From: Kyle J. McKisicOct 23, 1995 1:12 PM
#196588-Car Morph Effect — declared parent_msg_num=196588, resolved parent_id points to #196588
oh no! run away!! 🙂
#196689From: Stephen C. LevyOct 23, 1995 4:56 PM
#196588-#Car Morph Effect — declared parent_msg_num=196588, resolved parent_id points to #196588
<<when that "Instant Artist" IPAS comes out.>> Is that the one with the "Make Art" button? SCL
#196783From: LEE STEELOct 24, 1995 5:56 AM
#196689-#Car Morph Effect — declared parent_msg_num=196689, resolved parent_id points to #196689
Yea, same one. I think Tim Forcade is working on it. Also has settings for "Creativity" "Inginuity" and "Morph to Art". The upgrade won't be available till first quarter of '96. Tenatively titled "Make Art Pro" (to be marketed by Digimation), this release will include settings for "Maximum Talent" and "Mass Appeal"and WILL render to fields. ~8^)
#196804From: Andrew SinagraOct 24, 1995 10:12 AM
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>>"Make Art Pro" …………………and WILL render to fields. ROFL………… -Andrew
#197162From: DAVID CAMPOct 26, 1995 10:43 AM
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>…Instant Artist" IPAS comes out." after struggling with super 8 and 16mm animation and pixelation, ( scrimping and saving for film, borrowing lights, begging for studio time, editing work prints by hand, cutting negatives, moving clay figures and armatures frame by frame, drawing and painting on cells, standing out in bug infested fields "making people jump up for each frame so "they could fly"and even doing "scratch films (( scratching on EACH frame of black film to make animations,)) etc.) I kinda' feel like 3D Studio IS "Instant artist" David Camp
#197161From: DAVID CAMPOct 26, 1995 10:34 AM
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> " One thing I generally don't do is upload the source meshes/maps -that just encourages people to capitalize directly on my art – I think that animation and modeling is 50/50 split between technical processes and artistic talent – I can give you the technical process, but I can't give you the artistic side." Kyle I wish more people in this "industry" had as straight forward, realistic, honest an attitude as yourself. The sharing of techniques is a major contributing factor in the forward motion of the 3D animation world. Far too may people treat 3D animation only as a very competitive, dog eat dog, survival of the fittest and up with the rest attitude. It is thoroughly refreshing to hear from a talented artist like your self that is not blind to the fact that technical tricks and original art can be looked at objectively and separately. By telling people "how" you did something, and then letting those people create their own meshes to try out the trick in question, you are in effect, killing two birds with one (fractalized) stone. I have learned much about 3D special effects from reading about and seeing you techniques, and I have also learned much about modeling from trying to emulate you models so I could try out your effects. Bravo to you Kyle, bravo And thank you David Camp
#197234From: Kyle J. McKisicOct 26, 1995 6:13 PM
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David, long time, no type! good to hear from ya! thanks so much for your comments. >>By telling people "how" you did something, and then letting those people create their own meshes to try out the trick in question, you are in effect, killing two birds with one (fractalized) stone.<< The way I figure it is that the information and techniques I share with everyone help the industry as a whole. CG is exploding in the effects market, and there is certainly no shortage in work out there. Based on that, I don't feel that I'm jeopardizing my chances of getting work by sharing techniques. I am, in fact, probably helping my chances by helping many others, which, helps everyone, and in-turn creates more demand for good CGI. It makes me feel great to know that I can help people out just by sharing my knowledge. take care -Kyle
#197313From: DAVID CAMPOct 27, 1995 9:34 AM
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>..take care You too Keep up the good attitude <g> David