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Frubes
11-05-2006, 07:55 PM
Hi,

I am at Uni at present and producing an animation for a game trailer as part of my third year project. Within one of the shots we thought it might be appropriate to have the charater running through some water in turn creating a splash. I was wondering if it is feasible to have the foot splash into a puddle of water and emit some kind of particle creating the splash, if so how do i go about this? can anyone point me in the direction of a "splashing water tutorial" most importantly how do i go about getting biped or a model rigged via biped to interact with the a particle emmiter etc.

Many thanks in advance

Mark

MSun
11-06-2006, 04:08 AM
what i would really do is to animate the character in 3ds max and then import the animation to realflow and then do the splash there, it's really hard to get realistic looking splashes in 3ds max. after doing the simulation in realflow then go back to 3ds max and render it out.

hope that helped

Ls3D
11-06-2006, 06:59 AM
Even RealFlow's, realwave is a bit tricky when it comes to splashes, and CFD's are so compute intensive... I love playing in RealFlow but sychronizing Pflow emitters to some footsteps would be pretty easy and let you maintain a sense of control that any fluid dynamics package quickly chews up!

To take it a step further, well scripting.

-Shea

Frubes
11-06-2006, 09:33 AM
Thanks for the prompt replies guys, i dont have and plugins to work with other than the generic max packages so i am presuming realflow is a plugin which costs 's. It would be great just to sync the biped foot with a particle emitter to produce the splash. I have to say my knowledge of particles is somewhat basic, can you recommend any tutorials for getting started. Obviously the basic max tuts are with max 9 so i could use those. Any thougths or hints would be great.

Many thanks

Mark

DeKo-LT
11-06-2006, 02:51 PM
About tutorials, will be better to use search on this forum (every week someone have same questions :rolleyes: )
But here you go:
www.particlefx.com/education/PFlow/index.html (http://www.particlefx.com/education/PFlow/index.html)
www.allanmckay.com (http://www.allanmckay.com/)
www.xenomorphic.co.uk/education.htm (http://www.xenomorphic.co.uk/education.htm)
and a little bit from me - www.deko.lt/cg_education.html (http://www.deko.lt/cg_education.html) :scream:

If after watching this tutorials(and forum search) you will be have some questions about water splashing, just post it here, small splashes isn't so difficult ;)

Frubes
11-06-2006, 05:29 PM
great, thanks deko-lt, those links are much appreciated and im sure they will get me more than started. If i could speak lithuanian i would love to look at your tutorials... any plans to translate them too english :P anyway, thanks again, ill check back in when i have done some more work on it :)

DeKo-LT
11-06-2006, 05:46 PM
any plans to translate them too english :P...
I really doubt, at these days is a lot pflow tutorials in english.
Next tutorials maybe will be at english too, but first, I must learn better english :scream:.

My video tutorials is without sound at all :blush:, so you can boldly view it ;).

Frubes
11-06-2006, 09:43 PM
no problem, i appreciate the help anyway, why should we expect them in english, why not we all learn lithuanian (cant even spell it let alone speak it) were lazy thats why :) but thats a whole new thread. Thanks for the time.

Mark

Glacierise
11-07-2006, 09:48 AM
Well, you can link a deflector to your biped's foot (or use a universal deflector, i.e. - the foot as a deflector - it's kind of slower ;) ), then poppulate the ground plane with particles (splash seeds), and create an event that spawns new particles from the seeds, when the seeds collide with the foot deflector. Then setup some forces to influence the new particles - a gravity to make them go up, a drag to slow down, and a wind for turbulence. Set up a deflector so they don't go through the foot. Then use blobmesh or pwrapper (3D aliens plugin, great but not free) to wrap a mesh around the particles. Then - materials and render and voilla :)

There could be some other aproaches, of course - speed by surface could be used, for ex. But that's the simplest setup, and you can later build upon it, if you need a more complex effect.

Cheers!

Frubes
11-07-2006, 04:34 PM
great idea Glacierise, i think that is probably the best way of going about it.

Off to look at it now, might post some images later to show you how it turns out

Many thanks

Mark

supremepizza
11-08-2006, 03:35 PM
Wouldn't be fair for me to tell you since I learned it from Allan Mckay but his videos are worth every penny.

http://www.turbosquid.com/Search/Index.cfm/FuseAction/ProcessSmartSearch/istIncAuthor/AllanMcKay/blAuthorExact/y

Frubes
11-08-2006, 04:39 PM
awww that kinda sucks because i just ordered some stuff from turbosquid, unfortunately my bottomless pit of student funding wont stretch to Alan's DVD's so back to work with the deflectors :)

Many thanks anyway, nice to know its there

Mark

buller
12-06-2006, 03:43 PM
[QUOTE=DeKo-LT]About tutorials, will be better to use search on this forum (every week someone have same questions :rolleyes: )
But here you go:
www.particlefx.com/education/PFlow/index.html (http://www.particlefx.com/education/PFlow/index.html)
www.allanmckay.com (http://www.allanmckay.com/)
www.xenomorphic.co.uk/education.htm (http://www.xenomorphic.co.uk/education.htm)
and a little bit from me - www.deko.lt/cg_education.html (http://www.deko.lt/cg_education.html) :scream:

Hi
DeKo,thnx for your tutor but many of them aren't available
please fix
thnx again

DeKo-LT
12-06-2006, 04:12 PM
Oops, thanks for note :thumbsup:
...Fixed :scream:

buller
12-06-2006, 04:22 PM
i wanna dload the A3crash,ground destruct but they're still not available
thn

BrandonD
12-06-2006, 04:25 PM
There is no "create splash" tool, but you can use biped footsteps to trigger particle events. A trick I've used for years is to stick particles to the feet of the character and set them up to spawn particles when they collide with the ground (this is good for dust too). The trick of course is making a bunch of particles look like a splash of water. The technique I described above is nice in that the force of particle emission will directly correlate to the velocity of the foot impact. As anyone will tell you, using ShapeFacing geometry mapped with radial gradients and noise opacity can fake splashy/foamy/smokey effects.

DeKo-LT
12-06-2006, 05:39 PM
i wanna dload the A3crash,ground destruct but they're still not available
thn
Works fine here, try to cleanup browser cache ;).
Anyway, direct links:
Audi A3 crash (http://deko.lt/cg_education/Audi_A3_Crash.rar)
Ground Destruct (http://deko.lt/cg_education/ground_transform.rar)

buller
12-07-2006, 01:53 AM
hi
got it now but can you please strip it down to default scanline?
thnx a heap

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