FXWars! Catapult! (Trebuchet) : CoryC


#2

Here is the Trebuchet in action for the fist time. The ball is going about 260 meters.

http://www.aldercreek.net/lw/visby1b.mov (658k)


#3

Nice work, Corey! Go LW!!


#4

That was tons better than what I was expecting! Nice work.


#5

Man, now this is very nice! I like the dynamics alot, great peace of work!


#6

Here is an update. I changed the sling and added some ropes. Just need to add the trigger and the model is set. Then off to build the target.

http://beta.usavgroup.com/cgtalk/visby2.mov (897k)


#7

Adding some landscaping…


#8

Wow this is really shaping up! Now tell me if I was dreaming it, but were you posting on a thread about this on the Newtek or Spinquad forums? I can’t for the life of me find the thread again, can you help?

Looking really amazing. I think i know where my vote is going already:)


#9

Hi and thanks,

yea, I have posted some of this on Spinquad under the WIP folder.


#10

awesome model coryc
best model i’ve seen actually:)
and love the medieval concept
thumbs up~


#11

ok, here is my first full test of a ball hitting the tower. I didn’t set any collision with the top floor so that is why you see that crazy piece fly through the top. I also see I have an unwanted keyframe on one of the lights but the hit is what is important. I think I need to make the squares a bit smaller.

http://beta.usavgroup.com/cgtalk/tower1.mov (370k)


#12

I like that Wall hit a lot, did you do it dynamically? or does part of the wall just dissapear and the debri is a particle effect and some animated bricks? either way, it looks like you’re on the right track and, its a good looking tower model! Keep it up!


#13

Thanks.

It is all dynamic. That section of the tower is cut up and breaks on the collision. There is also a particle collision that goes off at the same time for more debris. Trying to do it all with polys just takes too long to calculate.


#14

Cool, I was thinking of useing a particle collision as well…for smaller debris…dirt, dust etc. As you said , all polys is a pain…I learned that messing with my seige tower destruction.


#15

Here is an update of the trebuchet.

http://beta.usavgroup.com/cgtalk/visby3.mov


#16

Almost finished. Here is the latest.

http://beta.usavgroup.com/cgtalk/final01.mov


#17

Very, very nice! :bounce:

Only problem is with the camera movements, becuase it doesn’t linger on the catapult long enough to appreciate all the dynamics going on.

Excellent work!!


#18

yea, I sould have mentioned that that video was to show the whole thing in one shot. I think the rules require a shot like that. I’m making another that will be cut and hopefully a bit more polished.


#19

Great work!!

I like the way the ball break through the wall.:thumbsup:

Maybe you could try some different camera angles to see which one is best.


#20

Thanks. I am working on that now, trying to get my final animation finished by tonight.


#21

OK, Here is my final entry.


http://beta.usavgroup.com/cgtalk/cgtalktrebfinal.mov u[/u]


http://beta.usavgroup.com/cgtalk/sideview.mov (470KB)


http://beta.usavgroup.com/cgtalk/final01.mov (1.4Mb)


http://beta.usavgroup.com/cgtalk/trebsideview.mov (900k)

[left]Here are the details:[/left]
[ul]
[li][left]Keys - a Keyed event fires the arm. The rope wind-up handes are key driven for decoration only. The rest is dynamics, emitters, and makepath nulls[/li][/left]
[li][left]Software - Lightwave 8. Comped in After Effects[/li][/left]
[li][left]Render Time - The final is comped and took a day and a half of different renders and editing. The flying one took about 4 hours and was done in 2 sections - The trebuchet and the tower and comped together. [/li][/left]
[li][left]Project Time - Whenever possible for 4 weeks. The first week was spent figuring out if LW’s dynamics were up to the task.[/li][/left]
[li][left]Swear words involved - 13,551[/left][/li][/ul]

I think that just about covers it!