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Hash, Inc. - Animation:Master

bubba

Craftsman/Mentor
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Posts posted by bubba

  1. unfettered particles, not under the influence of any force, and with no viscosity, appear to move 100 cm in 1 sec when velocity is set to 100

     

     

    Then why not say "cms/sec" so that 100 would equal 100 cms per second.

     

    Is Force based upon gravity so that a negative 1 in the minus-y direction a negative 1-G force?

  2. (This topic has been split off from another discussion.)

     

     

    I would like to see a basic discussion first of how A:M uses percentages. I am of the old school that says a percentage is a fraction of something (and that 0 and 100 are the min and max.) So I would like to know the basis that A:M is uses for each property. Same for numbers. Some are easy like particle count or size (cm default but whatever the unit.) But velosity - is it furlongs per fortnight or what?

     

    I know it is probably just me, but it would go a long way to helping me be a better animator.

  3. Sorry I have not got back sooner on that question. I opened your updated project and saw only a single set of drivers. But when I played it nothing happened. Now I have mucked it up a bit by moving to the release version of 16. But my old version looks correct now. I just wish that real-time rendering was faster. I have it dropping frames but the timeline still jumps to the ends about half-way through the animation.

  4. The other errant behavior that I notice is if I "bake particles" - then the simulation goes icky, and unpredictable, even if one changes the baked particle property to OFF. I suspect you would be better off for now, not baking particles for consistent behavior. I think there is conflict between the baked particle data (stored in a file) and using the "on the fly" data for fluids.

     

     

    I did not think I was "baking particles." I don't even know what that means. When I look at the property panel it shows OFF (grayed out.)

  5. Weirdness may be (as Rob noted) in that you use the same material twice, if you need 2X particles, can't you just double the amount? If you really-really need the 2nd emitter- I'd recommend making a new model with a simple patches for the 2nd emitter which can be hidden inside the volcano and controlled as a separate model... separately.

     

     

    Where did I use the same material twice?

  6. Somehow my choreography settings are going haywire. From one day to the next they change. I have been working on a fluids project for several days. Last Saturday I thought I just about had it right. When I started again on Monday, nothing was the same. Real-time rendering slowed to a crawl. I could not change the size of the particles, Nothing was the same. I started from scratch by creating a new project. Last night I left it this way:

     

    Fluids7e.mov

     

    When I started again today this is what I got:

     

    Fluids7f.mov

     

    Even though I had changed the size in the channel (by dragging the key frame marker) it did nothing. I then opened the the property panel of the Fluid Emitter in the chor (all changes to the Fluid Emitter are done in the chor, except for color.) It still said 3.5cm for the size at birth. So I changed the size to 1cm, and instead of changing the current driver, A:M created a whole new set of drivers!! I have outlined the two in the screen capture. Also notice the difference in spelling.

     

    Choreography_settings.jpg

     

    Lastly, I embedded and consolidated the project. Here it is if anyone wishes to give me a hand figuring out what is happening.

     

    Lava.zip

     

    Thanks.

  7. That is what I thought also. But viscosity might control how particles fall through the air. Under Object Collision is a property Slide that "might" just control how particles flow over other objects.

  8. But why should the ones I have changed in the past not show up as blue (that is the color of the changed property) and why isn't there an asterisk indicating that I have changed it?

     

    I will try to get a movie capture what I see happening.

  9. I took several shots of the screen. The properties panel looks grayed out, not blue for change.

     

    Screen_shot_2011_04_24_at_7.11.10_PM.jpg

     

    I added some of the time line. For the hi-lighted property - rate of emission, no line.

     

    Screen_shot_2011_04_24_at_7.12.31_PM.jpg

     

    Now for the new streak emitter here is the chor

     

    Screen_shot_2011_04_24_at_7.25.52_PM.jpg

     

    and the drivers are there.

     

    But!, after closing (and saving) the project and quitting A:M and re-opening, they are gone!. If I select a property and enter the same value the driver spline for that property is back. That is not good because I had changed the value of several properties over time.

  10. Ok I am starting to freak out over this. Aren't there supposed to be drivers for an object's properties. Well today I do not see them (and I don't think I did anything other than try to add something to the volcano model.)

     

    Screen_shot_2011_04_24_at_6.20.28_PM.jpg

     

    and instead of getting the same animation as displayed above, I get this!

     

    Screen_shot_2011_04_24_at_6.20.40_PM.jpg

  11. Thanks. Which holds together better large or small particles? Is this controlled by the Particle Physics Surface tension setting or the viscosity setting? or something else?

  12. But it is still "gooey" looking. I have spent about 6 or 7 hours playing with the different settings. Not sure if I have learned anything. I borrowed a model from HomeSlice's tutorial on bubbles and tried to make a volcano. At one point things went very screwy. Somehow three of the drivers were doubled. How it happened I don't quite know. I am going to take a break for Easter. This is where I am leaving it.

     

    Fluids6bn.mov

  13. The pool spread is controlled by Object Collison>slide property. Sort of of a friction brake. Fluids are so new that there is no technical information nor 3rd party books describing it.

     

    I changed the particle size from 5 cm to 3 cm.

     

    Fluids5.mov

  14. I'm not exactly sure what you are asking, but I will assume that you are asking that the computation for 1 frame be able to be split among multi-processors/cores to shorten the render time for 1 frame?

     

    That ain't gonna happen anytime soon. It's sorta like saying "If it takes 9 months to make a baby with 1 woman, then it should only take 3 months with 3 women"

     

    Have you used the Netrender that came with v16? It allows two instances to run at the same time (there is some discussion of allowing more instances, depending on how many cores (physical/vitrual) and how much a user would spend on additional licenses. It does not split a frame as allow each frame to rendered separately by each instance. Only works with TARGA output, but eveyone says that is the way to go. Maybe I wasn't as clear as I could have been- this is for render to file only.

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