Showing posts with label dynamics. Show all posts
Showing posts with label dynamics. Show all posts
31 May 2011
Dynamics: Soft bodies
Creating varied bubbles using lattice and turbulence field in dynamics.
Mimicking water behaviour
Mimicking snow behaviour ( also using soft bodies and turbulence to 'model' the plane for initial state)
15 May 2011
Active/Passive Dynamics, soft bodies and nDynamics:
Using dynamics to mimic real world
behaviour and scenarios
Active passive dynamics with various
constraints (nail, hinge, spring ect.)
nDynamics with constrainted points,
material behaviour, real-world simulations (wind ect.), cashe blending and
other deformers ( such as wrap)
21 Mar 2011
Dynamic's: Instancers
Past few weeks maya classes introduced Dynamic's Instancers for various uses, from the obvious, having loads of pre-made objects in the scene, to using it for randomly placing elements in the set.
Instancing: Scale
Dynamic's Instancing: object index
Instancing: Vector based rotation
Using velocity to control direction
Direction
Instancing: Rotation index ( between velocity, aim position, aim direction)
Rocket direction is controled using velocity, particles which drive rocket geometry aro also ''cloud'' emitters.
Using instancers and random rotation script to achieve random tree positioning
Instancing: Scale
Dynamic's Instancing: object index
Instancing: Vector based rotation
Using velocity to control direction
Direction
Instancing: Rotation index ( between velocity, aim position, aim direction)
Rocket direction is controled using velocity, particles which drive rocket geometry aro also ''cloud'' emitters.
Using instancers and random rotation script to achieve random tree positioning
21 Feb 2011
Dynamics: Emitting from Surfaces and Particles
This lesson showed that surface amission can bring some pretty sophisticated effects, such as the disolve of a coce can. Similarly by using particles as main emiter other particle emisions can be controled and so interesting effects created.
12 Feb 2011
Dynamics in Maya
Exploring further the possibilities with effects in maya. It is slowly getting to the point where you can think creatively in maya, what parameters need to be combined when trying to reach the desired looks in the effect.
Sorry for the video quality, I seem to have lost it somewhere .. :/
For better viewing, I upload stills as well.
Sorry for the video quality, I seem to have lost it somewhere .. :/
For better viewing, I upload stills as well.
Fireworks |
Foam effect |
Shock Wave |
Flow effects |
7 Feb 2011
Dynamics and Game Modeling
Maya classes introduced some new tutorials. Up till now there wasn't much experience with dynamics in maya. The approach to creating effects like smoke, clouds, explosions etc. is of different to creating..say, a character or environment.The looks, volumes and behaviour is achieved by manipulating physical setings (including forces etc.) Not by modeling the object and conectin it to blendshapes to give an example.
I enjoyed to discover that almost any desired looks of effects can be created from scratch and that there is so much control over it giving the chance to create both unique and highly stylized effects if needed. Also the looks can be pushed even further in aftereffects when it i rendered separately and composited on top.
So yes, nice to see that the part which makes the audiences wow is relatively easily managed :)
As for the second part of tutorials, the human body modeling for games, I found it much clearer and faster to do after having done two full characters before.
I enjoyed to discover that almost any desired looks of effects can be created from scratch and that there is so much control over it giving the chance to create both unique and highly stylized effects if needed. Also the looks can be pushed even further in aftereffects when it i rendered separately and composited on top.
So yes, nice to see that the part which makes the audiences wow is relatively easily managed :)
As for the second part of tutorials, the human body modeling for games, I found it much clearer and faster to do after having done two full characters before.
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