View Full Version : Slo Mo
StevieMac 08-16-2010, 03:27 PM Yup that old question
I've looked at Bobo's Max Trix
http://www.scriptspot.com/bobo/mxs4/maxtrix/
& I've looked at Oleg's Bullet time Script.
What I need is a way to just do a slo mo effect on a PFlow (not the whole scene) then the particles carry on after the specified time using 'Vanilla' Max/PFlow.
Any ideas or links? Thanks guys.
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SoLiTuDe
08-16-2010, 03:44 PM
Yup that old question
I've looked at Bobo's Max Trix
http://www.scriptspot.com/bobo/mxs4/maxtrix/
& I've looked at Oleg's Bullet time Script.
What I need is a way to just do a slo mo effect on a PFlow (not the whole scene) then the particles carry on after the specified time using 'Vanilla' Max/PFlow.
Any ideas or links? Thanks guys.
Use Krakatoa's prt loader -- cache out the particles, retime using the 'playback graph' in the prt loader, then load back into pflow via the prt birth operators.
StevieMac
08-16-2010, 03:46 PM
Ah I was thinking Krakatoa but I didn't think about loading it back into PFlow so I can change the shape!
Thanks Ian!
Is this how Blur does it? Or do they have their own tool?
SoLiTuDe
08-16-2010, 03:55 PM
Ah I was thinking Krakatoa but I didn't think about loading it back into PFlow so I can change the shape!
Thanks Ian!
Is this how Blur does it? Or do they have their own tool?
Depends really... there are a few ways to do it. That would be one of the most straightforward ways. Rayfire has it's own retime built in, Thinking Particles 4 you can retime the caches as well -- but most animation is done with a 'built in' slow mo... so usually we'd be tweaking it manually to match the shot. There are other ways that we're dealing with slo mo / time warping at Prime Focus at the moment via rendering certain frames to match a 'retime curve'... but we have massive amount of frames because of it (everything animated totally slow mo), so it's got it's pluses and minuses
StevieMac
08-16-2010, 04:18 PM
Good to know, thanks for the info Ian.
Steve
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