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View Full Version : "The mechanics behind a common doorbell"


ivanisavich
11-26-2006, 10:47 AM
Hey guys,

We just finished up a mini-challenge over at simplycg.net....and here is my contribution!

The idea was to come up with a rube-goldberg style machine, that could perform any task...but the catch is that all of the different elements could be animated with dynamics ONLY.

So...as you may have guessed...all the animation you're about to see was generated using 100% 3dsMax Reactor. The only keyframe set is the one on the actual doorbell button, that kicks off the whole simulation.

The rendering was done using just the Scanline renderer, and the compositing was done using After Effects. There are some tiny white-outline artifacts on some of the objects (a problem I couldn't solve...that was caused by After Effect's interpretation of the Z-Depth pass), and some minor motion blur artifacts...but other than that, I'm pleased with the result :)

Take a peek!

http://www.tysonibele.com/Main/Animations/ChainReaction/chain_reaction.mov (7.5mb, with sound)

http://www.tysonibele.com/Main/Animations/ChainReaction/chainreaction.jpg

Ranimate
11-26-2006, 11:11 AM
hehehe nice one,

Again, the sound effects that you add to your creations make it seem like a complete product that is really fun to watch!
Cool Idea, nicely done (surprise, when it comes from you... yeah right... ;) ) and the render is also very convincing.

:thumbsup:

Ranimate

MoutMout
11-26-2006, 12:53 PM
Nice work, the mechanic is a very good idea and the music you've puted on your video is perfect...and the animation and the render look very good.

Nice work whit reactor keep it up

Bleen
11-26-2006, 04:26 PM
VERY nice work... amazing how everything is done by dynamics! It must have been a pain to place everything so it would "work". I also like the render, seems 3DMax has a good scanline renderer :scream:

My only critique.... IT'S TOO SHORT! :applause:

Blazer
11-26-2006, 04:47 PM
Tyson has been conditioned to do everything in 25-30 second lengths now!

I think the camera work is what makes this truely unique. I would though wonder if there is any way to reveal the machine without it seeming forced. I know what the whole machine looks like, so I wonder if having a quick showing of the machine would be nice, or if it would be too revealing.

altapowskier
11-27-2006, 01:11 AM
I enjoyed this animation alot... I just recently watched this clip 2 days ago: http://www.videowhip.co.uk/2006/10/25/incredible-japanese-machines/ (A large collection of Rube Goldberg style machines) so I was excited to see one in 3D. Especially from Mr. Ibele!! I only noticed a few things, the first ball tends to speed up right before impact with the 2nd ball, that could be the dynamics though, very minor. Also, I LOVE the camera placement and move, but I think you could improve this animation by pulling the camera back just a tiny bit. Like Blazer said, maybe expose more of the machine without it seeming too forced. Like, it was hard to tell initially that the fan piece that the 2nd ball hits, is what sets off the cart that the ball falls into. You can barely see the string. I LOVE this concept though, reminds me of playing "The Incredible Machine" when I was a kid, I just wish I could see the contraption better from Beginning to End. Anyway, Lovely Animation & Lovely Render. Keep it up T...

chikos
11-27-2006, 08:21 AM
Sweet piece of animation. Great work:thumbsup: !

bernoccoli
11-27-2006, 11:59 AM
awesome work, congratulations. sounds are really well done, i like the idea behind and great lighting.

i have a few questions:

how much of this animation is done by dynamics and how much is done by keyframing?

how long did it take from the initial idea to the final cut?

did you worked alone or do you have some partners of yours to help you on sounds or anything else?

congrats again.

grury
11-27-2006, 12:27 PM
Ah ah ah! Very nice! Congratulations once again.

mstram
11-27-2006, 12:53 PM
Hey guys,

We just finished up a mini-challenge over at simplycg.net....and here is my contribution!

Take a peek!

http://www.tysonibele.com/Main/Animations/ChainReaction/chain_reaction.mov (7.5mb, with sound)

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Great stuff !

What did you composite in A.E. ? (just the sound or visual elements?)

I really like the lighting and overall look, can you describe the lighitng / render settings?

Mike

Nux
11-27-2006, 05:00 PM
i had a sneaky feeling i'd find this here, great work!

five.

JmTm00
11-27-2006, 05:22 PM
Well, i have seen such constuctions before on japanesse Tv afair but anyway nice job you`ve done there :] The bell sound, after what have been with all the stuff changing his "character" and seems to be funny :] Well done :thumbsup:

JmTm00
11-27-2006, 05:25 PM
Well, i have seen such constuctions before on japanesse Tv afair but anyway nice job you`ve done there :] The bell sound, after what have been done with all the stuff changing his "character" and seems to be funny :] Well done :thumbsup:

3dcga
11-28-2006, 03:35 AM
How you been man? and yeah, the simulation and setup was just SICK!

Winner
11-29-2006, 03:21 AM
hehe, that was great. good work.

caniky
11-29-2006, 07:46 AM
Very nice as usual :thumbsup:. At the end, when the ball hits the bells, they could move/react a bit.

Render is nice too. 5 stars!

jigu
11-29-2006, 02:12 PM
Hey tysone what's up?

ur works r always very inspirational to me. gr8 job on dynamics. everything was planned very nice.tell us more about what u have composited in AE? did u use mentalray too for occlusion pass?

ivanisavich
12-04-2006, 04:55 AM
Hey guys,

Sorry for the long wait in reply!

mstram: Hey man, "Compositing" was basically color correction and a couple of post effect (bit of glow and sharpen). Everything was rendered in 1 layer. The lighting scheme was a regular 3-point setup (key, fill and rim lights).

bernoccoli: Everything was dynamic except for the inital push of the first ball. The animation was created over a period of 3 evenings. Yes, I worked alone...it was for a challenge on simplycg.net :)

altapowskier: Hey man, I appreciate your comment about the camera move. Originally, I was going to move the camera back farther to show the whole machine and what-not, but I felt that it took away from the intimate closeness that the camera has with the objects during the rest of the spot so I opted not to.

Hey Jigu: nice to hear from ya man! What have you been working on lately? There was no occlusion pass in this piece...it was just 1 pass with the scanline renderer :)

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