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elicash73
03-29-2007, 04:17 PM
Hey there

I'm having a bit of a nightmare with particles at the moment. I'm pretty inexperienced and perhaps trying to run before I can walk.

I have tracked my camera and scene with a CG biplane flying overhead from behind the camera. In the foreground my actor enters frame and hits the deck just before the plane opens fire behind him. Now.... I'm working on inserting the impact, dirt-plumes/explosions created by the bullets just missing the actor and impacting with the ground. Hopefully 8/9 impacts in two rows. I've created my stock explosion and I'm ready to do the scene layout....however I'm experiencing some problems.

1)Scale
The stock dirt explosion I've made in a seperate scene is far too big for the matchmoved scene. Scaling the camera and scene cause the particles not to render (see here: http://forums.cgsociety.org/showthread.php?t=79654). The only way I now know of scaling my stock explosion is to cache it and scale. However this is not ideal as I am unable to tweak the dynamics at the appropriate scale because when I re-cache the particles at the new scale they screw up. Furthermore I wish to attach an air field to the planes path when the layout is complete to add additional interaction and kick up dust with all the emitters.

2) Duplication
I need to know what the best way to duplicate my emitter,particles, collision object and fields within the scene is. Bearing in mind my next issue...

3)Re-timing
Obviously the bullets from the plane are going to hit the ground one after the other, therefore I need an efficient way of retiming the emission (i.e the 'start time' and key framed "rate p's/sec")


In some ways this is a logistical challenge but I feel its being made uneccessarily difficult by a lack of experience in dealing with the above three points.

Any tips in any of the above three areas would be extremely helpful. Sorry for the long post and thanks for reading this far.

Als
03-30-2007, 02:56 PM
Scale:
- you have to work in particles loving scales. This is "bug" or feature, how ever you look at it, but I haven't had any luck if working with big scales. So I recomend you scale your scene to suit your particles. There is few ways around doing it, but let me know if this is problem and what problems you might have with this...

Duplicate:
If your goal is to duplicate whole "system" with relationtips, then, export and import it back. Best way. This way they don't interfere with each other.
There is a copy - paste option, but I haven't tried it enough to swear by it.
Also there is Dereks mel script copy and paste, which really exported file to temp name and with paste import it back.

Retiming:
Well this really depends what exactly you are after.
If you need to time it exactly, then you have to keyframe it, really.
If you can move it in time afterwards, then you can do that once you bake the animations.
Maya lucks in precision a bit in the rate emission, but be persistant.
Also once apon a time, I animated maximum number of particles, which you might try testing too.
Since these are bullets, and I can't see you having more then hundred or so, you might test the uninstancer plugin nimble tools, which is excellent. Then you can retime this stuff to your liking...

Hope this helps


Als

elicash73
03-30-2007, 09:35 PM
Hey Als. Thanks for your reply.

Unfortunately, scaling my scene for some reason causes particles not to render through the camera. I've checked clipping planes, and other objects render fine.

So, I'm wondering - is it perfectly compatible to have multiple particle caches running in the same scene? Because re-timing (key framed or by the other means you mentioned) will cacheing, I beleive.

I feel like the it might be an idea to ad some placeholders or locators for the hits because this will get quite complicated. Particularly with a couple of seperate systems running for each imapct.

Als
04-01-2007, 12:47 AM
Have you scaled your scene(as I mentioned) or particles?
Hard to say what might be wrong without the scene, I can't think of anything...
If you are using same effect multiple times, those can still be one system, with just more emitters, and still cash as the same particles. So like all smoke particles are one, all dust particles another, and all let's say explossion particles are third. You would have to have multiple emitters, but that's all.

Maya does support that each particles system has it's cash, but even you can export any one of those separate and load it back it does like to do silly stuff and make problems...
I would recomend cashing all in the scene just for any case, or just be carefull what you do.
If particles system is cashed and needs to only read the cash you can take off dynamics of it, or disconnect it from emitting.


Als

elicash73
04-03-2007, 05:58 PM
Hey Als.

Once again, thanks for the reply.

I've managed to create the 10 staggered emitters each with their own cache. The problem now is that when I come to scale them they go screwy (note: i'm certainly not re-caching at the new scale).

I then tried once again to scale the scene and camera, however this causes peculiar things to happen to the particles when rendered through the camera (not in the viewports). At 2x scaling of the scene, the particles are less visible and more dissipated. At greater scalings they don't appear at all. In both cases render times are substantially longer than at 1:1 scale or from other viewports.

I'm a bit stuck here. After spending the time to organise and re-time the hits, I'm hoping the work wont have been in vain.

What is the procedure I should follow for scaling the particle systems? Presently, I'm simply scaling the individual groups (comprised of emitter, fields and collision plane).

Als
04-03-2007, 06:41 PM
If you cashed particles, you don't need to rescale fields and emitters.
Once you cashed them, that's it. Also tick off the dynamic on particles, this might be the problem.
Check that they have cash (if you move up and down the timeline, they animation should stay the same).
What kind of particles you are trying to use? Software, hardware rendered or instances?


Als

elicash73
04-03-2007, 08:41 PM
Cheers, Als. Unticking 'dynamic' did the job. Looking back I realise you've already said that. My head wasnt there. Sorry about that!

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