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ThE-BirD
07-09-2003, 11:47 PM
I'm currently working on an animatic in which there's a scene of junk floating in space. What I've done is used a parray to blow up a couple ships and taken snapshots of the resulting geometry. This has left me with a number of objects comprised of many 'elements' of junk. What I would like to do is animate the element sub-object level using a noise. I believe by default noise generally works on the vertices level, therefore distorting the geometry. Is there a way to make the noise work on the element level so that the geometry stays rigid? Any help would be greatly appreciated;) Thanks!

Schnupps
07-10-2003, 02:09 AM
You can always try to use the preserve modifier with very high settings, to get this result with any SubO animation. It still does some vertex animations when vertices are moving very different.
Just put it above your noise, bend or whatever modifier; make a copy with the modifier turned off and use that for original.
But be aware that it can get real slow, so it might be a good idea to use a point cache above that too.

In your case it might be easier to make your elements to seperate objects and work with the noise controller.

Hope that helps
Schnupps

gjpetch
07-10-2003, 02:33 AM
A noise controller on the position of each object will work.

Hires
07-10-2003, 10:16 AM
blow up a couple ships and taken snapshots of the resulting geometry


how can u take a snapshot of the Parray? do u mean that u have the pieces as editable mesh and not as animated Parray? i thought that was not possible to "freeze" pieces out of Parray...

ThE-BirD
07-10-2003, 08:54 PM
Thanks for the input...I'll give the preserve modifier a shot today.

..and yeah using the snaphot to grab a mesh off a parray works great. Simply set up your parray to use the geometry you want and display the mesh rather than the little crosshairs. Take it to a frame that looks good and go to tools->snapshot !!



:cool:

Aldaryn
07-11-2003, 05:21 AM
Why don't you just use the P array all along?
Animating the particles wold be easier:

Like the blowup, the calm motion and small swirl in zero gravity could be done with the particles as well.

Setting up the scene right, you could create a "space-like" environment for the animation:
E.g.: add a spherical gravity inside your blast, with animated strength, so the particles will lose velocity, and stop after some travel time... (By the was, this will never happen in space!... Grr... theese sci-fi movies)
(And some wind might be good, to add some noise through turbulece)
And with a vortex, or motor you could animate the swirls of the whole particle system...

I think this might be a good way to do it, rather than to animate all parts separately... Or you need to modify the debries parts, so you must have it turned into editable matter?

Good luck!

ThE-BirD
07-11-2003, 06:24 AM
I went ahead with the preserve modifier for this project and it worked out well but thanks Aldaryn, that is the effect I was going for and I'll log that one away for the next time it comes up!!

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