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CobraX
04-17-2006, 12:25 PM
Hi everyone,

I am learning about the Instancer and Goals. I started this weekend and i did a first test.
Along a NURBS cylinder i have particles that are emitted from the surface.
Then they are attracted towards their goalU, which is the top of the cylinder.

http://www.magmafx.com/thelab/tests/Test_01.mov

I still need to find to:

Make the particles move at different speeds

Make sure they avoid each other so i do not have intersecting geometry once i'll instance the right geometry. I am trying to get something with having the particles act as radial fields, it probably needs more tweaking than that...as i have attenuation to 0...it might be too drastic.

Have the particles move along the cylinder with a random motion. to the left and right. Right now i am badly emulating this with a turbulence field with a runtime expression in it PhaseX attribute.

As you can see in the 1st render, the shadows are flickering too much. I need also to find a way to stop that. It may be due to the radial and turbulence fields.

Later i will need to replace the spheres with animated geometry and i'll need to play with the cycles of the animation.

I am learning this with, Learning Maya 5: Dynamics (Book), Advanced Particle Instancing (DVD from Alias by Adrian Graham), even though the DVD is intensive and oriented towards advanced users i manage to understand slowly...

I'll keep you updated.

Feel free to drop in suggestions.

Xavier.

Bonedaddy
04-17-2006, 02:26 PM
Good start! If you start getting stuck, you might want to look into BrainBugz, which is a simplistic particle AI: http://www.kolve.com/mp_brainbugz/brainbugz.htm

CobraX
04-18-2006, 01:26 AM
Thanks BoneDaddy,

One thing is sure, is that by watchin the Advanced Particle Instancing DVD, i have a lot to learn!

Now with BrainBugz it really looks nice, but i don't think that it would be well appreciated from the guys where i am going to do the shots to see me come in with my little software. Eventhough i really think that it would be done much better and faster.

However i am learning a lot by doing what i am doing now, trying to figure out how to make things work with good learning tools. I wonder what i should do now for that contract.

What do you think?

BoneDaddy, how did you start off to become a TD? What was your first job in the industry? How long did you keep that job un til you moved on to something more TD oriented? And of course how did you form yourself? With what tools?

I am currently working full time and i don't get the feeling of learning as fast as when i was learning 3D at school...when i didn't have a job.

Xavier.

Bonedaddy
04-18-2006, 04:00 PM
Well, the hard part of your shot is making sure they don't collide with each other. You basically have three options:

1) Hand-animate them.
2) Radial fields. This won't work very well, I don't think. It'll screw up the motion too much.
3) Use fluids to drive the particle motion -- this will prevent interparticle collision.
4) Use or script some sort of AI program like BrainBugz or Massive. This may be overkill.


As for my work history, I started out as a render wrangler right after I got out of college. I went through about 2-3 months of unemployment after that, and then started doing TD work at the next job I got.

kimaldis
04-18-2006, 05:09 PM
for the motion, something I've done in the past that works well is to use a perlin noise function, range +-1, along with an iterative method and rotate the velocity of the bugs.


I'm not explaining this very well; give the bugs each a random velocity vector, distance per frame. At each frame, update the position according to the velocity vector then rotate the velocity by the return from the noise function. Use the bug's position coordinate as arguments to the noise function.

Bonedaddy
04-18-2006, 05:16 PM
That's pretty clever, Kim. I'll have to give that a go sometime.

CobraX
04-18-2006, 06:24 PM
Kimaldis and BoneDaddy thank you,

I am trying right now ( as it's most urgent ) to make the character go through it's cycle while the particle drives its movement on the surface.

The challenge i am facing is to make the geometry cycle as fast as the particle is moving on the ground.

So if i have multiple particles, moving at different speeds, the geometry is animated according to the particle's speed and does not appear to SLIDE on the ground.

Damn i am lost!

It seems i can't figure this out.

CobraX
04-18-2006, 06:30 PM
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