View Full Version : how to do MATRIX ?
Indigo 02-04-2003, 11:27 PM OK, let's say I have an object exploding...
now, how should I "freeze" the explosion and make the camera
rotate and the continue with the explosion, and thus having the "matrix" effect ?
plz. anyone ?
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goosh
02-05-2003, 12:20 AM
are you using particles for the explotion?
or what were you thinking to use?
Goosh
Indigo
02-05-2003, 01:34 PM
I don't know yet, but let's say that there's a dude jumping from one building to another...
I animate the guy, for the full jump.
Know how do I freeze him on half way rotate the camera and continue with the jump?
same with the particles (just that they are not jumping but exploding) :)
diakonas
02-05-2003, 03:19 PM
Well, I saw somewhere tutor about this problem, but Im so sorry -I cant remember where...
I can only say, that it was solved just like in real life filming - around the explosion are placed cameras one next other so they created half-circle(or in shape you want to camera follow) with each camera on each degree, so let say 180 cameras.
And here is my problem - I dont remember method of automatic recording frames by each camera in the same time.
One idea is, you could render explosion animation by each camera, for example, from frame 60 to frame 61 and then join them in post-production, but it is so slow and tedious.
So, I didnt help you as you want, but I hope I push you forward little bit... You have to develop you own way to automatic camera render. Distance between two cameras is free and depend on result quality - worst quality= few cameras and vice versa.
Another way is create model of explosion and add texture with aplha maps, but the result is not so good. But in this case you can easily drive camera around, but miss motion blur...
Sorry for my poor English, I hope you understand anyway
-diak
goosh
02-05-2003, 06:21 PM
Eerrr.. I don't get it.. are you doing this live action or CG
If you are doing it in CG.. all you need to do is animate your character to, say frame 100.. they move the camera around him from frame 100 to 200... set flat keys on your character till frame 200 and then carry on animating him..
It's all timing... you just don't animate him for the period you are rotating the camera around
Goosh
diakonas
02-05-2003, 07:10 PM
Hey Goosh,
it is the same as I said with explosion model. Its easy - stop animation and let camera rotate (but you miss motion blur). But this is not possible, when you want do it for explosions, because particles "grow/work" in time, so you simply cannot rotate camera without particles stopped... maybe Im wrong and its possible?
-diak
goosh
02-06-2003, 12:23 AM
You can turn the "is Dynamic" attribute off and the particles freeze
As far as motion blur goes.. what if you do a 3d motion blur? wouldn't that do the trick? (I'm not sure.. and if so.. it'll take a while to render.. but I think it should work)
Goosh
ed209
02-06-2003, 01:06 AM
Hell if all else fails just ceate a camera for every frame of the rotation then render each one off individually on that frame you wish to do the effect on.
To do a true matrix ripoff you really need to slow down time not stop it. I think you can achieve this by creating the camera's the same way but try rendering each camera at a percentage of a frame increment.If you render enough camera's within a few frames you'll probably have yourself a nice Matrix rotation with particles and all.
I think there may be pluggins for this effect that I have seen on the web.
Jozvex
02-06-2003, 05:40 AM
Goosh is right about the person jumping, and almost right with the 'is dynamic' suggestion, but not quite. That works to stop them, but not to start them again.
So yeah, for the person jumping just:
1. Animate it
2. Seperate the jump animation into two parts using flat keys for the duration of the Matrix effect
3. Animate a camera moving around the character
Now for the particle explosion, I've created this exact effect before and here's what I did:
1. Setup your particles to explode just how you want them to
2. Animate a camera moving around them at the time when you want them to freeze
3. Now, select the particles (not the emitter) and break the connection on the 'Current Time' attribute.
4. Because you did that, you now need to animate time manually for the particles.
So, say you want your explosion to freeze from frames 100 to 150. You need to set keys (at frames 0 and 100) so that the 'Current Time' animates from 0 to 100 the way it normally would, then set another key (the value 100) at frame 150 so that the particles don't change.
Then you just set one last key at the end of your animation, to the value of the last frame number minus the freeze duration (in this case you minus 50).
That sounded more complicated than it really is, did you get it?
Indigo
02-06-2003, 01:30 PM
I'll look into these suggestions and get back to you
AWAKE
02-06-2003, 03:38 PM
AJR timewarp on high end will do the "matrix" It pipes animation into one curve allowing you to control time.
it's nice for other things besides the matrix too.
I've got this link long time ago but never tried it myself. check it out http://www.angelfire.com/fl5/jcmiller/Bullet.htm
Also I've head another way (especially for particle systems) that you snap shot the particles at the required frame and then delete the original particle system or (make it's visibility "zero") at that frame and rotate camera for the matrix effect.
'Hope this helps.
There are some Matrix like effects in Killer Bean 2 (http://www.jefflew.com) Somewhere that guys site is explainations of how he did all the efftects. His site has changed a bit since last I was there. Definetly inspireing stuff though.
Hi,
what application are you using?
Motion Builder has a Timewarp function that does this easily. There's also an expression to do this with particles in Cinema4D in Maxon's site.
bry
nemesis
02-20-2003, 01:25 AM
All of that works if what you want is "stop" the time. But if you want to make the jump slower ( i think it is called bullet-time ) you must render "number of frames per second" x "number of times slower you want the animation".
For example, when Neo is being shooted in the roof, the scene was recorded at 72 fps ( 24fps x 3 ), three times slower than real-time, so in postpro you can make this one second last three without losing frames.
Hope someone understood.:shrug:
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