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visualasylum
06-08-2003, 08:19 PM
Allright, I got the mesh modeled, and now I want to know, what would be the best way to sequence the flapping of the wings, in order this to be looped, so I can put it on a path to animate.

Any help is greatly appreciated.

cheers,

G

Nicool
06-08-2003, 08:51 PM
I'm maya, you would put clip (a flight cycle) as a particle and give a path to the partcles flow :cool:

visualasylum
06-08-2003, 08:59 PM
Thanks for that info, but this doesn't help me get anywhere now.
And besides I knew that already.

G

BrandonD
06-08-2003, 09:39 PM
Just set the animation tracks for the wings to loop or cycle (Parameter Out of Range types) in Trackview.

visualasylum
06-08-2003, 09:44 PM
thanks mate, let me ask you this, how would you go about doing several sequence, lets say, normal flapping, then glide sequence, then back to flapping?

CAn you use block of sequences and chain them? Is that possible?

Thanks again.

G

yoni-cohen
06-09-2003, 12:17 AM
make few animation versions, say 3 birds with each having it's own animation cycle, animate the particles using eaither speed by icon or find target.

use a find target to switch between instances of the bird with different animations.

visualasylum
06-09-2003, 01:00 AM
What? Is that possible? Using what particle engine? Can you please give me some more leads on this please.
Very cool approach, never thought of that.
Thanks again.
G

Chris Thomas
06-09-2003, 01:56 PM
here's how I did it a while back

animate your bird flap
apply loop out of range to it
then apply an ease curve controller to each animated element
copy/paste the ease curve controller to each animated item
now you have a master animation controller for the flap

next

copy the bird rig as many times as you need
and put each one on a path
then animate each birds ease curve by hand to produce nice looking animation (glides, flaps etc)

the ease curve controller expects a 1.0 increase per frame
so if you increase the curve value by .5 each frame, the bird will flap more slowly. increase it by 0 and the bird will glide

Now, the next stage for this is to intagrate it with pflow, to allow the particles to controll their own animation. This is something I'm gonna do when I get some spare time :)

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