#Whales
32 messages in this thread
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Hi David,
How strange. I don't believe I've ever paid much attention to a
humpback whale before – never even created an underwater scene I
don't think. After viewing your images and posting my message about
4-5 a.m., I had to be somewhere at 9:30 still very much asleep, still
thinking about your fine images, and what jumps out at me when I
visted their bathroom ? A huge sculpture of an adult & baby humback
whale attatched to a coral reef. Very strange feeling. Anyway:
>>I'll be picking up the flock routine when I get to the reef scene to
do schooling fish. What's your opinion on it? How much control do you
have over the movement of the objects and is there a complexity limit
on the mesh used as the master particle?
While I have very limited experience with any of the IPAS stuff and
3DS in general, I will attempt to answer your questions:
I have mixed feelings about it. While initially disappointed that it
did not actually perform collision detection (neither specific nor
interactive), I have found it to be useful after doing about a dozen
tests or so. As long as the particles are small and/or don't come too
close to the camera you're o.k.. Of course, you can set up the anim
and render a simplified flic test over & over, changing parameters as
neccessary until you get something in which no surface penetration
happens to be visible (very tedious). I had to do this with the
couple of fish anim tests that I referred to using projector lights,
etc.. An underwater scene with other elements viewed at close range
is probably one of the more difficult applications to set up
utilizing this routine. (I believe schools of fish tend to have less
vertical motion than birds in flight, bees, etc.. – that sort of
thing)
Specifically, the particles must be a single object (any elements
attatched, no heirarchy), can be texture mapped, and all particles
combined cannot exceed 64k faces. There are many (almost too many)
parameters to control flocking characteristics, speed, turn speed,
chaos, ground/ceiling repulsion, etc.. Beware that the particles can
"escape" the bounding cube in some situations, though. A rather handy
feature is it's ability to "set the clock backward" by assigning a
negative start frame which lets the motion develop a bit before the
start frame. You can also have control to allow network rendering
which actually is pretty tricky with any time-based procedural
animation, as a given frame can not be calculated without knowing all
particle positions/vectors, etc. from a previous frame. Also, most
interesting flocking simulations require several hundred frames
minimum to be effective, epecially fish from my experiments. You can
achieve many different patterns, including straight-line migratory
types with a LOT of experimentation. Particles can only rotate around
the pitch & yaw axes, and orienting a recognizable object to seed the
flock can be tricky, again, especially with fish (if the camera is
down there with them above and below as opposed to "looking up" only
at birds, etc..
All things considered, it's probably worth the hundred bucks. It would
be *VERY* nice if the particles could have a simple heirarchy and
cyclic motion such as wings flapping, fish undulating, etc.. CD would
be nice too of course, but very "expensive" w/r/t devolpment &
rendering time. For schools of fish, keyframed animation with
transformed instances MIGHT be easier/quicker for relatively brief
shots of the fish. For longer scenes or birds, bees, etc., it's very
handy.
I hope this has been of some help, rather than confusing. Tell you
what, I'll try to upload a small, simple flic (50-60 frames) from the
first test I did which also shows the bubbles, caustic projections,
some fish etc. if you won't laugh and I can make the following
disclaimers:<g>
* NONE of the elements' motion/timing, etc. are nearly worked out
(first test). * No texture mapping * No antialiasing * No other
elements in scene * The dolphin geometry was done in a few minutes
and it's anatomy/motion is not
valid * There are a few fish flocked briefly in the scene, but it
can get much better. * etc., etc., etc……
This was only a first test actually for the projector light and for
the "swimming out of fog" effect; I just threw in the other stuff
while I was at it. They're not ideal either, but you'll get the idea.
Even with all of this simplification, and only 240×180, it' will
still probably be half a megabyte or more. I'll try to make it as
small as possible. Take a look if interested.
W/R/T the Bubble.axp, I've found it difficult to control precisely,
such as bubbles coming out of the blowhole (is that right ?) of a
moving whale, dolphin, etc.. Mainly due to the fact that a shaping
object must be a closed loop when brought into the editor (then used
as a path in K/F). Have you had good results from this sort of thing
? Do you know anything about the Blackbox bubble.axp as it relates to
this ?
The "unroll mesh" IPAS will do the trick I believe, properly
implemented.
I've got both of those .axp's too, and agree with your sinopsys. I
haven't found the lack of CD a big deal, but I don't stay "in" the
flock too long, and keep the shots around 100 – 200 frames.
I'm very frustrated with bubbles.axp. It is waaaayyy to hard to get
those suckers just perfect. I hope Digimation fixes that in their
IPAS 3 upgrade.
Hi John,
If you could just import the shaping object into the editor as an open loop
(which is also your K/F path), I think it would solve the problem(s). Or if the
routine could ignore selected vertices, yeah – that's the ticket<g> Actually,
their explanation of how to do this should work around the problem, but I've
had difficulty controlling it too, in the short time I've had to experiment
with it.
Regards,
Bill
I was able to get bubbles moving along a path, but getting them to emanate from
a specific, small target (a mouth in this case) is not easy, I have yet to get
it right. I'm involved in a different animation for the time being so maybe
the time off bubbles.axp will provide inspiration <g>.
John Tissavary (La Luna cie)
I have noticed that with those Bubbles also. They look more like grey tears for
me ! I still haven't gotten them to look "round" and bubblY'
Judy
Judy,
<< bubbles look like grey tears.. >>
Are these the digimation bubbles or blackbox bubbles? When I applied
soap bubble material found in the 3ds.mli to the sphere shape, the
bubbles looked real good (blackbox bubbles..I don't have digimation's
yet)
No this is the DIgimation Bubbles! They look great in the sample, but I am
having a hard time re-creating that same look!
Judy
I didn't have a problem with that at all. If you do not create a
perfectly square "bounding box", then the "bubbles" will take on the
aspect of that box. So if you create a box that is longer on some
axes, then you'll get bubbles that are elongated.
For underwater stuff I use a box that's a little bit wider than tall,
because larger bubbles in the ocean tend to flatten a bit as they
travel fast upwards.
My biggest problem has been getting all the bubbles to emanate from a
specific point and sync that with an object moving along the same
path. Digimation bubbles allows you to create a path in the shaper,
and use it for the bubbles as well as the object that's bubbling.
>>For underwater stuff I use a box that's a little bit wider than
tall, because larger bubbles in the ocean tend to flatten a bit as
they travel fast upwards.
Actually the larger bubbles look more like a mushroom with a concave
bottom. I should know. I've probably spent over a half a year of my
life decompressing watching those bubbles.
>>Actually the larger bubbles look more like a mushroom with a concave
bottom.<<
Very true, Don. I've done quite a bit of diving myself, and always loved to
watch the bubbles reach for the surface.
However, with the current crop of bubble ipas' this is not possible (as far as
I can tell), and flattening them is as good an approximation as I can get.
Actually, in my current animation, the bubbles are yellow, and quite
non-realistic looking. But I'm going for a surreal, fairy-tale like effect,
so…
John Tissavary (La Luna cie)
You must be great at blowing bubble-rings, Don.
– G
Yes, lots of practice. I once won a contest. Did 22 on one breath. The secret
is in having calm water overhead.
TWENTY-TWO? Whoa!
Thanks for the secret tip. Now I might be able to do 3 in a row. <g>
– G
Well I am creating a patch in the shaper also, but I think I need to
play with some bubble parameters more. My bubbles are for a Torpedo
and I want them streaming behind the torpedo. I am having the
bounding box follow the torpedo in Keyframer and I need a long stream
of bubbles.
I puzzled over syncing the object with the bubbles and what I did was
have the shaped object following the torpedo. That seems to work
fairly well since I need bubbles followin the object.
If you want bubbles to come from the torpedo, you will absolutely need to
create a path for the bubbles in the 2D shaper.
I would suggest calling digimation and speaking with David. I still am not
understanding the path thing completely, but in effect if you create a 2d shape
and import it to the editor, object/attach it to the bounding box, then import
the same shape as a path in the keyframer and attach the torpedo to the path,
you'll have bubbles coming from the torbedo at each vertex in the path. You
can use "refine" in the 2d shaper to insert vertices in the 2d shape/path.
Bubbles will emanate from each vertex in the path/shape.
John Tissavary (La Luna cie)
Judy — I may have missed a description of your project. I love submarines,
and you're doing a torpedo, so I thought I'd ask…
Nik
It's a WWII sub (made the mesh myself) -it moves across the upper right hand
corner of the screen — turns (off screen), comes into view, fires two
torpedoes, is depth-charged and sunk!
Judy
Judy — this is great! I'm a WWII sub fan myself. Is this something you plan
on sharing??
(Did you get plans for the sub?)
Nik
I would like to share it but I don't know how large the Flic will get
— but I could upload a plan GIF. I could not find any actual plans
so I made it by looking a photos of various German Uboots.
Thanks for the U-boat info. If you don't mind American Subs (Gato &
Balao) Floating Drydock has a Plan Book for $40. A lot of photos
supplement the drawings. The drawings are fairly good, but still
difficult to draw from. Photos are great!
The Floating Drydock
Kresgeville PA 18333
(no phone number)
Thanks for the info. I tried to upload some things last night, but
got a LIB FULL message. I assume you won't have BLOX before late
today. By the way I am also working on T-34 tank. You don't happend
to know where I can get plans for a T-34? Just now I am using photos
from various books on tanks and Soviet Armor.
Bill,
>>Have you had good results from this sort of thing ? Do you know anything
about the Blackbox bubble.axp as it relates to this ?
I haven't played with it much yet, and I don't know anything
about Blackbox's bubbles (except that it's more exspensive). About a
week after I got Digimation's axp, Blackbox announced theirs, so I
never got to do a comparison before getting it.
I'd like to see your flic, it should give me a feel for the
effects even at a small size (provided the objects aren't too small
in frame).
Hi David,
I'm going to try to u/l something today – probably called fish.zip or
something like that. I experimented with this some last night and added some
things to the test, but had to remove a lot as well after learning that the
flic size was just too large. It certainly won't be anything fancy, only 55
frames, extremely simple, and probably 1MB still. I'm trying one more test
render today in order to try to reduce the flic size. Now it's at 256×150, but
you can see enough to get some kind of impression. Anyway….
Regards,
Bill
I'll be looking for it. thanks.
David
David:
Took your first 90 whale files out to the PAR today, beautiful! The rest will
be on by Wednesday morning. A whale of a good time!
When are you coming down to see them?
Greg Pyros
Greg,
Cool! If they're ready by tomorrow morning, I can be by tomorrow
afternoon (wednesday- or is that this afternoon? I get confused sometimes
working these odd hours like I do.). Did I notice you say earlier that you
have the Par's in now? Manuals and all?<g>
See you tomorrow (or today, if you read this tomorrow….)
David
David:
Wednesday afternoon is fine! Call and let me know what time!
Yes, the PARs are in! With manuals and software! <g>
Greg Pyros
Bill,
I looked at your fish anim today, very promising. I'd love to see it
when it's done (and in full res). The flocked fish look cool, but looks like
they may need to stay a little further in the background, unless the movement
can be tweaked some more. The overall atmoshere works very well.
Is this going to be a project, or was it more of a test to play with
different effects? All in all, considering its a test, very cool.
David
Hi David,
Thanks. I don't know if I'm going to go further with it or not. I just did
that test based on A) Related stuff I read here B) To test the proj. lights,
bubbles, & flock. Someday I've *got* to force myself to lay something from 3DS
to tape ! I previously only have experimented generating tiny flics as it's
nice to get realtively quick color results w/r/t some other programs. I've only
used 3DS to render a few stills since R3 (see Rube.jpg), or to render some IPAS
F/X such as particles w/ alpha, to composite in another program(s). I'm
committeto staying with it though. Actually, I was trying hard to get those
fish in the foreground and catching the light! You have *NO* control of such
things as that (directly) – Trial & Error – and since it's time based, you have
to run through the whole thing from the beginning. The fact that the simple
test I posted buried the 32MB physical RAM is quite puzzling to me, and makes
me shy away from taking it further. One of the IPAS routines must be causing
it. I was going to try to add some current-swept vegetation experimentin with
tuber2 as in tubearray, but I've got to figure out the memory problem. Anyway,
I'm on-line and my connection is terrible tonight. Gotta Go.
Regards,
Bill
Bill, if you've got a simple scene that takes more memory to render than the
Installation Guide's guidelines, you should zip up the prj and maps (with
Archive) and send it off to Jonas to take a look at.
– G
Hi Gary,
I was thinking about doing that if y'all don't mind. Gonna' take one more
look myself though before disturbing anyone.
Thanks,
Bill
B/T/W, I didn't develop *any* motion for that test – just threw the stuff
together on hunches, and spent the rest of the time trying to figure out the
memory useage puzzle, and trying to reduce the flic size by *REMOVING* things !
….other than trying to get some fish close to the camera with the amazing
ability to pass through one another <g>
Bill