sprockets Learn to create your own tool bars! Behind The Scenes: A:M and Animatronics Jeff Cantin's Classic Splining Tutorial Strange Effect, video demo and PRJ included John blows up a planet, PRJs included VWs by Stian, Rodger and Marcos Myron's band gets its own wine!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

aaver

*A:M User*
  • Posts

    614
  • Joined

  • Last visited

Posts posted by aaver

  1. [...]That is why I get so confused because AM calculates the rays and gets it wrong (?!).

     

    No, don't think A:M calculates the rays wrong. You would most certainly see that in many other cases if it was indeed a bug. I will try to help you in your own thread, though.

  2. I'm experimenting with some deform plug-ins and this is what came out from one of them.

     

    I'm not sure this is what I had expected, but it's interesting in some strange way. Useful? Probably not ;-)

     

    And Jim. Sorry for trashing your beautiful model :-o

     

    [attachmentid=11560]

    M02a.mov

  3. [...]tonite i write how i did it !!! no expressions

    Yes I agree, it's much easier to do this without expressions. The trick is to realize that the rpm is proportional to the slope of the absolute rotation angle. With that in mind, it shouldn't be too hard to control the rpm in your animations even if it would be even more convenient to have a pose slider doing it, was it possible.

  4. [...]Note: Some strange behavior that I don't really understand: If I reduce my throttle value over time too quickly the prop starts to spin backwards? This occurs before the Nyquist rate is reached. Any ideas what I'm missing/not understanding?

    Since you are multiplying the Z scale "function" with the ChorTime() you should expect this behavior. I also had this idea before I realized that setting the RPM with a slider is probably not possible in A:M (for reasons I have explained in an earlier post).

     

    What is happening is that when the sum of the derivative of your "function" and the derivate of ChorTime() is negative, the propeller will spin back wards. If you have a propeller spinning at different RPM:s but always in the same direction and plot the absolute angle over time you will never have mixed sign derivatives in your plot. Always positive or negative.

  5. [...]I guess I'm too stubborn to give up on this yet. Here is my latest idea which is currently giving me mixed results; I take the concept that XTAZ introduces with this thread one step further by instead of assigning the cycle length of the prop rotation action to 1 in the choreography, I assign it the value of a pose via an expression.

     

    The pose doesn't do anything except generate a percentage from 1 to 100. I then create an action that changes the pose value over time. By applying both of these actions to the model in the choreography, the cycle length (therefore the RPM) changes over time.

    Yes of course it does and if that was your challenge, I misunderstood it. What I was trying to do was to control the actual angular velocity for the propeller with a pose slider and that I still think is very hard to do in A:M, but I might be wrong. Actually, I hope I'm wrong :-)

  6. [...]The propller spining beyond the Nyquist rate concept is fantastic and its been something I've looking to simulate for a long time.

     

    An example of this :-)

    [attachmentid=11008][attachmentid=11009]

     

    I have one additional challenge though... Is it possible to use a value drawn from a pose to set the number of cycles through an expresion? This would allow one to control the PRM of the propeller like a throttle throughout an action.

    I've thought about that, but since the absolute rotation is a function of all previous RPM settings, i see no simple way to achieve this in A:M. You would need a Sum() or rather a Quadrature() function for this.

     

    It would be simple to have a plug-in calculate the quadrature of one channel and put the result in an other, but it would be much more awkward for the user. I'm not sure the average user will use a Quadrature() function enough for Hash to take the trouble. I'm almost sure it would be a waste... ;-)

    M01.mov

    Propeller01.zip

  7. The project file is asking for frame00.tga, and frame000.tga.

     

    Can you send those?

     

    David,

     

    I probably don't understand what you want, but I think the only thing you need is in the SmokeSprite01.zip posted here. Just unzip the file, open the project file and render the animation. It will take you less than 10 minutes.

     

    Of course I could e-mail you the frames if you want me to, but they are too large to post here. You are certainly better off with the project file, though.

     

     

     

    I've sent the frames to your info address.

     

    /Anders

  8. Thanks for your comments!

     

    Every Most sprite fire I've seen, suffers from lack of detail in the most bright parts and I don't find that particularly realistic, except for very distant shots. I haven't got a clue on how to do anything about it, though.

     

    In this clip I certainly have more detail, but I'm not sure whether it looks like fire anymore...

     

    [attachmentid=10810]

    Fire04low.mov

  9. Just a quick test using an animated sprite to make fire.

     

    I have already posted this on the Movie Forum, but I'd want as many as possible to comment on it. I realize it's not realistic, but what should be different? The goal is to make it hyper realistic...;-)

     

    [attachmentid=10770]Download the movie - Right click and Save Target As... - and set it to loop for best effect :-)

     

    This is the animated Sprite I used:

    [attachmentid=10680]

    [attachmentid=10678]

     

    Edit

     

    For some strange reason it didn't work to link to attachments in other posts (it worked in the preview...)

     

    Go here to look at the animation instead, but please post your comments in this thread.

  10. This is a quick test using the animated sprite from my last post. I think the smoke is rather good, but the fire could use its own sprite.

     

    [attachmentid=10770]Download the movie - Right click and Save Target As... - and set it to loop for best effect :-)

     

    Edit

    ..and the project file (uses the animated sprite from my last post)

     

    [attachmentid=10772]

     

    To achieve the effect I wanted, I had to render the smoke and fire separately and then composite them. I wanted the color method for the fire sprite emitter to have additive color ON, but when I set the smoke emitter to additive color OFF the fire looked like it went OFF too even if it still read ON in the PWS.

    FireLow.mov

    SmokeAndFire02.zip

  11. I've been discussing this WIP with a friend of mine and these are the points that have been raised:

     

    What are the dynamics if:

    - the bucket is tipped over just a little bit

    - the bucket is tipped right over onto its side

    - the bucket is raised/lowered while also moving sideways

    - the level of liquid is changed (like someone is drinking the

    liquid through a straw)

     

    This effect is of course cheating as always and it certainly has it's limitations, but I think it can handle some of your "requests" ;-)

     

    - the bucket is tipped over just a little bit:

    Shouldn't be a problem. This case is not fundamentally different from what I've done as long as the motion is moderate and the water stays inside the bucket.

     

    - the bucket is tipped right over onto its side:

    Will of course not work. Here you have to use a physics solver for a convincing result. If you are a great animator you can always key frame it.

     

    - the bucket is raised/lowered while also moving sideways:

    No problem. See the first case.

     

    - the level of liquid is changed (like someone is drinking the

    No problem. See the first case

     

    But download the project file and see which of the cases you think it handles convincingly. :-)

  12. I think the challenge here is to try and make a realistic fire without using an animated QT of a flame...what are your thoughts on using streaks or particles which are native to AM?

    I agree on that you shouldn't use an animated QT of a flame for this effect, but surely you'd want to use a sprite system. I don't think streaks or the other particle systems can compete with sprites when it comes to highly turbulent roaring fire. You could animate your own QT in A:M for this though.

     

    One example:

    [attachmentid=10680]

    [attachmentid=10678]

    ..and the project file:

    [attachmentid=10833]

    M02.mov

    post-261-1131010603.jpg

    SmokeSprite01.zip

  13. Ken & Steve:

    Yes, there will be ripples. That's the texturing I was referring to ;-) I could do it with my external program and it would be easy to make it photo real, but since I'd like to offer this effect to the movie project, I might have to find an A:M way to do this. Definitely possible, but I will have to think some more.

     

    Phillip:

    Dynamic booleans would also do the trick. Here the water surface is a simple square patch attached to one bone with a dynamic constraint. The water suface outside the bucket is hidden by a material.

     

    Mark & Nathan:

    I'll upload the project file as soon as I'm at my office.

  14. Eugene, I think this looks great so far.

     

    Personally, I can think of a number of different ways to do this effect, but the approach highly depends on what the Directors have in mind.

     

    I am assuming this is the kind of wheel that is driven by a small stream of water at the top and not driven soley by the current at the bottom.
    Judging from Alain Desroaches' set design I think it's the other way around, but of course I'm not sure.

     

    TINSMITH'S WORKSHOP is part factory, part mill, part sophisticated toy factory. NICK CHOPPER hops up the path toward it, past WATERFALLS that provide power to huge WATERWHEELS…
    Implies that there will be a Waterfall driving the Waterwheel.

     

    Also, will this effect be close up or just seen in from distance?

     

    Related to this I wonder what style the movie will have. Is it as photo real as possible, stylized but physically accurate or cartoon or maybe something else. This is probably discussed somewhere else, but if someone could help me with this, it would be appreciated.

×
×
  • Create New...