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Maxsunset
04-26-2006, 11:59 PM
I am having a problem with PaintFX dynamics on a tree I am trying to get animated. When any of the turbulence forces are activated, the base of the trunk behaves like jello. If I made a tree with paintFX, and I wanted it blowing in strong wind, the built-in dynamics should work right? Anyone else seen this problem?

One thing I should mention is that I constructed the tree from scratch (using the default brush), and didn't use one of the tree presets.

baran
04-27-2006, 03:36 AM
Yes Max,.... I also faced the same problem.

For this, make the Tree in 3D model (nurbs or Polygons)

This is for for the root, trunk amd MAIN branches.

for sub-branches with leaves, make it in Paint effects.

Once you done this sub-branches, then make a Rivet on where you want to place in the main tree.

Attach the sub-branches to the rivets.

Then go for normal rigging with bones and animate the bones.

(do not put any handles... It reacts strangly. I struggled a lot 'cos I put IK handles)

This is a lenghty process. BUT It have full contron for animation.

you can animate the leaves, sub-branches, branches and trunk the way you want.

hope this will help you.

regards,
-Baran.

Maxsunset
05-03-2006, 04:26 AM
Thanks Brian, I'll give that a shot; sounds like a slick technique. I had thought about doing something like that, but was hoping I could just get PFX working...

-Colin

Duncan
05-03-2006, 06:02 PM
If your tree has twigs then lowering the twig stiffness will allow the turbulence force to affect the twigs more than the branches. Also the tree wind turbulence creates faster vibrations on the higher up branches, and the grass wind makes the leaves wiggle more(relative to the branches). You can also lower the leaf stiffness to get them to wiggle more under turbulence(this allows you to use a lower turbulence value so the branches don't move as much).

Also keep in mind that forces are applied per segment, so places with more segments will bend more under force. Segment lengthBias will make the segments closer together towards the branch tips, so the tips will then bend more than the base. However this also changes the shape of the tree. Lowering the splitBias can help compensate.

Another thing to consider is using the new modifier (select stroke then do pfx->createModifier). First make the modifier widthScale 1.0 so it has no effect. Now increase the directional force value on the modifier. Make the dropoff noise around 0.7. When you translate the modifier sideways the tree should now wiggle. You can scale and position the modifier such that it doesn't affect the tree base, then slowly animate its rotation and/or position to simulate a wind.


Duncan

Maxsunset
05-03-2006, 08:03 PM
Duncan,
Wow, I feel special! A scientist from Alias (Autodesk?...) replied to my post!

I guess I should explain exactly what I am trying to do. I am creating a tree to "frame" the title sequence for my demo reel, so the camera is static, and I just have part of the tree visible, which is animated; I also need the animation looped, because I'd like to use this on my website as well.

So far, I have gotten the best results from tree wind, however I am trying to loop the animation, and it cannot loop tree wind, why is this?

I would use grass wind, but when I loop it, it automatically cranks the turbulence speed way up, and makes the tree look totoally unnatural, even though the multiplyer is set to 1. Why is this?

I have taked your suggestions to lower the stiffness of the twigs and leaves, and lower the turbulence, however I still have the highly distorted trunk. I have attached a small video of a playblast to demonstrate what I am talking about.

I really appreciate your help guys, thanks!

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05-03-2006, 08:03 PM
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