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Hash, Inc. - Animation:Master

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Posted

Hello All-

 

Came across this fascinating little animation which I think was done in another program.

 

I think the actual revolving of the bones/parts might be fairly simple or straightforward but I can't figure out how

they get the skin to not crease as the parts fold in on themselves...

 

Any ideas how not to crease the outer skin as the parts rotate?

 

Thanks for any info!

 

Tom

CubeSpin.wmv

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  • Hash Fellow
Posted
Any ideas how not to crease the outer skin as the parts rotate?

 

Possibility...

 

Each bar is a separate piece, cylinders that have the same diameter as spheres that are placed at each junction. Each bar is boned along its length and "scale to reach" is used to make each one size itself to reach between the spheres.

 

If the bar ends and spheres are aligned exactly they will appear as continuous.

 

The spheres are animated and the bars follow along with them.

bars.jpg

  • Admin
Posted

Here is a simple cube shaped proof of concept using spheres and cylinders. (Following Robert's basic idea)

 

Adding materials would hide breaks/creases in the surface.

In my example I've just ramped up the ambiance setting.

 

There are no Bones used in this animation. The Control Points were animated.

wiredshape000.mov

  • Hash Fellow
Posted

I was impressed that Rodney's worked because I don't know how he got that to stay all lined up without bones and constraints. :blink:

Posted

Many thanks for all the feedback and suggestions!

 

I have downloaded the Bar And Sphere project and will study it.

 

Thanks for what seems like a brilliant solution!

 

Best,

 

Tom

Posted

Great puzzle... I almost have it!

 

I am stuck at the point where the squares resize either up or down... the connector rods need to scale up and down accordingly. I think this needs 1 more set of bones and constraints.

 

THE PROBLEM I HAVE: When I use a 'scale like' constraint it seems the scaling is controlled by the bones parent and not the scale-like target, which has me baffled.

cuberQ.mov

cuber.prj

Posted

Weeeell- I can't figure out that 'scale-like' constraint, why it gets over-written by the parent bone...defeats the entire purpose! SO- I added the extra bones that were needed and animated their scale the olde-fashioned way- BY HAND.

 

 

 

Project included if anyone wants take a looky.

cuberQ.mov

cuber.prj

Posted

One for the road... HAD FUN! Thanks Tom, Rob and Rodney!

 

In this one I saved out each 'squares' choreography as a separate action, then made a new chor and brought in each of the 4 squares and applied the appropriate action to each, setting the loop to 10. I see that I missed a scale operation on one of the legs, somehting for folks to find and fix down the road. I used a matcap for the look. I can post the prj if there's an interest

cuberQ.mov

  • Admin
Posted

Wow. You guys really nailed it!

 

I'm impressed.

 

 

An underlying theme for those looking in on the topic: Not all splines need to be unibody in shape to appear as if they belong to the same model.

Posted

Yes- Fantastic...That really nailed it!

 

Wow..If you could post the project it would be helpful to follow your description of the various steps you took.

 

Thank you!

 

Best,

 

Tom

Posted
Sorry- I fell away from this... but I DID revisit it and made a nifty little title sequence with it... matcaps...DOF... enjoy!

 

 

Hey John-

 

That looks GREAT!

 

Thanks for posting the files. It is appreciated!

 

Tom

  • Hash Fellow
Posted
Sorry- I fell away from this... but I DID revisit it and made a nifty little title sequence with it... matcaps...DOF... enjoy!

 

Looks better than the original done in Brand X!

Posted

Thanks... I'll tell you what I learned in that last video... getting DOF to work is a bit tricky... I had to set the near and far controllers very close to the focal plane to get the effect the way I wanted it.

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