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glorydays
05-03-2003, 07:05 AM
How would you go about beleivably showing a character pressed up against glass? I've seen it done in Pixar's monsters inc. when sully is looking for mike or also in the new finding nemo when the pelican hits the glass window. Just wondering if this is at all possible in cinema. Is there an easy way of doing it? any comments are welcome :cool:

LucentDreams
05-03-2003, 08:48 AM
I'd do it with morph target personally may not be the best way but its guaranteed to work.

squidinc
05-03-2003, 11:58 AM
if you mean the pose, I'd agree with kai
as for the effect of skin pressed against glass, I've no idea, somehow you'd have to get a perfectly flat surface between the character's skin and the glass ( I'm not sure why I posted now, this hasn't been helpful at all ,lol :D )

glorydays
05-03-2003, 04:50 PM
Thanks and i appreciate the replys. Yeah i kinda figured you could pose it but like squid said i was thinking more along the lines of the appearance and effect. Is there a way to set up a plane so that an object cannot pass through it so that when you ran something up against it the poinst would become flat on the surface and not be able to pass through it. Like in expresso or coffee. not sure how this would be done.

maharadjah
05-03-2003, 05:10 PM
sorry if i didnt understand right what you are trying to achieve ..lack in english ..
but is this plugin Planar (http://www.welter-4d.de/plugins.html) sort of what you're looking for ?i didnt use it but as i was reading the infos about flatten poly i thought it could be usefull for you

basilisk
05-03-2003, 05:40 PM
Just a suggestion - combine a deformation (or shape morph) to flatten out the object, with a boolean cube to slice off a thin bit of the surface to make it absolutely flat where it's pressed against the glass. I have attached my basic effort - the texture where it presses against the glass is different - the flat part picks up the texture of the cube. (If you push your finger against the glass the flat part goes nearly white, while the surrounding skin goes redder, as the blood is pushed out of the squashed bit.)
Don't know if this is any use.
James Newman

Kirl
05-03-2003, 09:37 PM
Meaby you can also use Proximal to get a nice effect... Now that I really think of it, that may actually work very well.

You could use it in the bump or deformation channel to flatten the geometry, and also in the colour channel to get the blood displacement.

Defenatly worth a try... :bounce:

glorydays
05-03-2003, 09:54 PM
thanks for all the great replys i will give it a try:beer:

JIII
05-03-2003, 11:30 PM
ahhgh I was gonna say proximal. ohh well, yeah just use two copy's of the glass and alpha one of them with proximal, it should do the trick.

however that boolean might work even better just to get it flat.

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