DaveWortley
12-10-2010, 10:58 AM
I've been working on a project recently where we've had a triangulated mesh which starts off with one single triangle and out of that triangle unfolds the 3 adjacent triangles.... and so on.... until we have our revealled piece of geometry. The speed/rate and direction/pattern of unfolding was determined by an animated mask that told the triangles when they could unfold.
It was made slightly more complicated by the fact the unfolding triangles had to conform to the underlying mesh animation. I managed to script controllers to keep the triangles unfold and aligned the to mesh and created a bake script to make sure there was no gaps or overlaps due to the triangles stretching and squashing during animation.
This mesh then had various modifiers applied on top so the base mesh kept it's vertex animation and the triangles could then look bevelled.
So... everything worked... Project sucessful, client happy... excellent... (will try link to it as soon as it's online). Running through the process would take about 2 hours.
But what I'm left with is 5000 individual objects each with just one tri in, with a modifier stack of 5 above it. Each object has 2 helpers. 15,000 objects in one max file is... as I'm sure you all know a giant pain in the a**e to work with, even if it does give us plenty of ability to tweak and adjust.
We've been doing several projects with this client and probably looking forward going to be doing more, so I'm investigating better ways to work on this in the future. Given that the designs keep becoming more complex I want to be able to do this unfolding animation with more triangles but my current pipeline causes max to be extremely sluggish.
Does anyone have any suggestions on what could be a better option for doing this sort of animation. Is it looking more like I need to get into the SDK and develope a plugin, or is Thinking Particles a better options, or am I stuck using my maxscript approach.
It was made slightly more complicated by the fact the unfolding triangles had to conform to the underlying mesh animation. I managed to script controllers to keep the triangles unfold and aligned the to mesh and created a bake script to make sure there was no gaps or overlaps due to the triangles stretching and squashing during animation.
This mesh then had various modifiers applied on top so the base mesh kept it's vertex animation and the triangles could then look bevelled.
So... everything worked... Project sucessful, client happy... excellent... (will try link to it as soon as it's online). Running through the process would take about 2 hours.
But what I'm left with is 5000 individual objects each with just one tri in, with a modifier stack of 5 above it. Each object has 2 helpers. 15,000 objects in one max file is... as I'm sure you all know a giant pain in the a**e to work with, even if it does give us plenty of ability to tweak and adjust.
We've been doing several projects with this client and probably looking forward going to be doing more, so I'm investigating better ways to work on this in the future. Given that the designs keep becoming more complex I want to be able to do this unfolding animation with more triangles but my current pipeline causes max to be extremely sluggish.
Does anyone have any suggestions on what could be a better option for doing this sort of animation. Is it looking more like I need to get into the SDK and develope a plugin, or is Thinking Particles a better options, or am I stuck using my maxscript approach.
