I vote yellow, or maybe a dark blue.
FXWARS: THE RACE! Mathew Foscarini
This is looking very nice indeed. I am loving the bike rig but I am very interested in the script for the highway. I haven’t full checked it out and am no real scripter (but trying my hand as obviously it is useful), but can the script only make straight sections? You mentioned that you could have a bend modifier on a section, but will the script take that into account:
eg
You are laying down straight track, then a 90 degree bend left, then straight track. Does the track go left after the bend or would it just lay the one bend section and keep going forward? Hope that makes sense.
Also, it’s a very small detail, very anal and you probably won’t see it at all in the final animation, but when she/they brake, they aren’t using the brakes (front right caliper for the front brake, right foot for the back brake). It would be cool to see if you could get it all rigged so when she accelerated up through the gears she would clutch in/shift with her left foot and when breaking do the opposite. Not the point of this challenge at all, but cool nevertheless.
Other than that, go the FZR! Great little bikes.
It only makes the highway sections in a straight line. What you can do is apply a path deformer to the highway and have it follow a spline, or apply bend modifiers to seconds and move them around by hand.
At this point I haven’t made a highway longer then a mile. I’m think I will just create about 5 miles of a highway with turns, and use motion capture to animate the bikes racing around the turns. Hard to explain, but I’ll post an example of my motion capture setup. It will use some layering tricks in trackview.
Also, it’s a very small detail, very anal and you probably won’t see it at all in the final animation, but when she/they brake, they aren’t using the brakes (front right caliper for the front brake, right foot for the back brake). It would be cool to see if you could get it all rigged so when she accelerated up through the gears she would clutch in/shift with her left foot and when breaking do the opposite. Not the point of this challenge at all, but cool nevertheless.
I totally agree that would be very cool. I would want to setup layers in CS to allow me to rig the ankle to my controls, and animate it’s rotation. Just haven’t had time to do those little details.
Here’s the bike yellow with the girl.
Here’s the bike in dark blue. I’ve create a new male character to ride as the second rider. He uses a second biped setup but on the same bike. This will save me some time.
I know a lot of motorcycle renderings, but I want to completely sign off of the bikes before moving onto bring things together to render the final animation and crash.
just a small comment, you might want to make the girls arms thinner, I thought they were both the same model of a guy but one’s shirt had no sleeves. maybe exagerate her small waist, maybe it’s just the angle. Looking cool! I’m just thinking how painful the crash is going to be for the motercyclist with no leather/protective wear.
This appears to be the week of “reality” where you have to face the deadline, and have to cut out things that will take to much time.
I was working on a bike crash with a couple of cars, but it’s just not working out. Trying to get the rag doll to work correctly in Reactor seems impossible. Has anyone worked with this thing? It’s terrible! The way they show the constraints, and trying to figure out each joint. I’ve wasted like 4 days playing with it, and not getting any results I like.
So I’m going back to my first idea, but a shorter version. I hope to start rendering final images tonight.
damm look pretty good!
and excellent choice for the FZR-R! 
really waiting to see it at the end
ps: for the ragdoll, i play a little with it and reactor, but only with default setting, so that works, but looks like more than chewing gum character than realistic human after a big fall…
Wow… those bike rigs are truly amazing… very nice job on those… cant wait to see the final animation. good luck
Really. If your interested I can give you my character’s rig and see if you can do a better ragroll setup them I can.
The main problem is that the characters are posed on the bikes in a position that exceeds the default ragdoll constraints, and then snap back into their limits causing the characters pop or explode in the simulation. Arg… if you can understand what I mean.
Here are some images from the final renderings done today. These are taken from storyboard shots 02, 07, 09, and 16. One of them needs to be rendered again tonight as there appears to be artifacts in the shadows on the characters face. Stupid mental ray can’t be trusted!
mustan9 > yeah i understand your ragdoll problem…for me the ragdoll test was made few month ago… and to be honest, i dont think about playing with that right now, i have sooooo manyyyy problems for now just to rendering, and so many things to do again… 
anyway, your’s look really impressive! wow… the head expression is trully good!
how do you make this reflective area on the road? is it a simple falloff/fresnel effect, or is it more complex surfacing?
Man! MentalRay is driving me crazy. I fixed the shadow errors on the face. They were caused by having a huge scene object (the background box). I had disabled send/receive shadows on the object, but it still caused the problem. So I switched to a background image for that shot.
Next thing MR did. Dead locks when you have an object with a slice modifier that slices all the geometry and results in an object with 0 vertexs. MentalRay crashes when trying to render that kind of object. This screwed up my overnight rendering batch. If I keep having these problems I’m going to fall behind. I think I should upgrade to RenderMan 
I start with a blend between two materials. The shader for the road surface and a reflective shader (setup like a glass mirror).
The blend uses a falloff with the type set to “perpendicular / parallel” and the direction set to “viewing direction”. Notice the graph curve is used to only make the reflection visible from a small viewing angle. So normally you won’t see it unless the angle is almost parallel to the viewing eye. I also use some noise to make it look more like what happens in nature.
hehe, excellent surface, really works good! big thx for the info. would try it tonight to see if i can add it for my (poor) animation… if you authorize me to take it of course 
for me im rendering with Vray, and i have me too some “mysterious” problems… when i try to render big poly model like the car, i need to make some vrayproxy object to not go more than 2 gig of ram when rendering, but he makes some big red point everywhere for some objects… so, one of the solution is to separate layer… who is a good but veryyy looong way… arf, why we dont have renderfarm at home???..
or maybe renderman is the solution 
anyway, keep it up teh good work!
Trust me I don’t mind if you use it. Anything to help out! 
Here’s the 3D Studio Max material library of the road.
http://www.mathew3d.com/fxwars/road.mat
You’ll need your own road texture. I’m using a texture that includes the shoulders which you may not want for your race track.
Enjoy,
This is shot 01. I’m pushing things now. Needs around 1.5Gigs of Ram and takes 2.5 minutes per frame. I know I could free some memory if I resized some textures, but I only have a couple of shots where you see all the bikes.
I may need to call some friends and borrow their computers to get this all done on time.
More to come 
@mustan9 wow that looks so very nice!!! i cant wait to see the final animation. big thx for the .mat!!!
Thank you. ![]()
I still have not started my crash. Can you tell I’m avoiding it! I hope I’m not going to run out of time.
Some more teasers.
hehe, looks excellent! hope you will finish it before the 22! 
the position on the bike for the character in the center, with his hand on the knee is excellent, that s remember me when i ride a bike on little road… 
just one thing on the bike, i make it with PS, better than my bad english…
this part(in green) is really too low, and the size of your tork is not thick enough. the part of the top need more thick.
dont know if you will have the time to re rendering it, but that s a big error for a motorbike, so that s looking strange.
sorry to not saw it before, but something hurts me, and i doesnt know what… now i know… 
keep it up!
ps: big thanks for the surface, works good. for me i will not have the time to re render the track i think, so will be for next fxwar. 












