View Full Version : 2 Dynamics questions
UncleBen's 06-15-2002, 11:56 AM Hi guys!
I have two more or less complicated questions. Perhaps you can help me a little.
Like in SW EPI in the Pod Race scene, the engine crashes into the desert. I guess they animated the engine till the point it hits the desert. But how let you take the engine over, by the dynamics simulation? I guess before you have keyframe animation, but the exploding and breaking up you wanna do with dynamics. And how to break it in pieces?
When something crashes in the desert or water, the dust or water is kinda rolling over the body of the plane or whatever crashes, due to aerodynamic laws. How can that be simulated with a dynamics engine? Taking a radial field for the body wasn't really successful.
Perhaps someone can give me a few hints!
Thanks in advance!
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svenip
06-15-2002, 12:04 PM
so the first one can be done by many ways. actually at the ep1 it was all done by dynamics. so in generall the build up the engine out of many many parts and then converted them to rigid bodies. also the whole engine to get the tumble on the ground.
the second problem can be easily solved by taking the surfaces as an emitter and as a goal too. then via runtime and creation expression you can control the particles flowing over the surface.
i've posted a while ago two times a way to solve this, you can search for them. if you don't find it i'll post it agin.
svenip
06-15-2002, 12:17 PM
even i can't find my post again :hmm: so heres the way for the second problem.
select your surface and hit emit from object. select the new particles and shift select the surface. hit particles-goal. in the channel box set the goal weight to 1. select your surface and open the AE. right on top are values for min/max range U and V. write them down.
select your particles and open AE. fo to "add dynamic attributes" and hit generall. in the particle tab select goalU and V and click add.
then in the folder above in AE "per particle array attributes" right click the goalU and select creation expression.
write : goalU = rand(minU,maxU);
goalV = rand(minV,maxV);
replace minU, maxU,minV,maxV with the values you wrote down before.
click create. right click the goalU again and select runtime.
now it depends if the particles should flow in U or V
goalU -= 0.05; (or whatever value)
so if it's the wrong direction write it with goalV, or if the particles flow to fast put a smaller value in it.
hope this gives you an idea
UncleBen's
06-15-2002, 04:50 PM
Thanks SvenIP for the quick and detailed answer.
But when you do it over Goals you have still the problem that the particles stick to the object AND are emitted from the object.
What what if the already exist, but should still flow around that object?
Thanks!
PS: Perhaps we should mail, because I am from Germany, too :-)
Johannes@anomalous.de
playmesumch00ns
08-07-2002, 10:19 AM
Could you not just make a dummy, non-rendered object to control the flow of the particles?
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