cialis soft 20mg

Jump to content

generic dapoxetine priligy
Welcome to 3DHIT, the forum for UHAnimation - Digital Animation 2D | 3D | VFX | Games Art at the University Of Hertfordshire.
If you are new to the forum please register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
avana dapoxetine

Matt Jenkins - Work Thread 2: The Rigoning


99 replies to this topic

#46
chrisdunham95

chrisdunham95

    VFX Artist

  • 719 posts
  • Gender:Male
  • Location:Nottingham

  • Work Thread

  • Company: Rare

 

Oooh, a quick glance through the documentation looks pretty promising - although by the sounds of it simulation times will probably go through the roof xD (...well even more than they already have with all the stacks)

Ahhh yeah yeah thats very true X_X .. just optimise and stuff much as possible (you could sim 5-10 variations then copy them into the place for each object randomly for variation rather than simulating the whole full thing just a thought) 


Edited by chrisdunham95, 05 December 2016 - 01:28 AM.


#47
Jenks

Jenks

    3rd Year Rigger

  • 399 posts
  • Gender:Male

  • Work Thread

So I've spent a good chunk of time attempting to figure out how to get the explosion working on my stacks... got most of the way there - but I've run into a pretty big roadblock, the glue seems to reattach itself at random points, creating floating chunks

 

Here's a gif of what I mean...

 

26ybvFenG1Z1Ysg9i.gif



#48
Jenks

Jenks

    3rd Year Rigger

  • 399 posts
  • Gender:Male

  • Work Thread

Still haven't managed to find a solution to the glue issue, but now that I've added in more of  the vehicles and clutter it's become much less obvious so I'll probably just leave it and hope everyone is distracted by all the other cool stuff going on xD

 

Here's the latest version (ignore the windows that fall off the caravans at the start - at some point I'll need to go back and do a spot of re-modelling to fix that)

 

Now just imagine some really fancy explosion and smoke:

 

l0HlHUxCLFfuGWQVi.gif



#49
Joshmay

Joshmay

    Junior Member

  • 33 posts
  • Gender:Male
  • Location:Birmingham/University of hertfordshire

  • Work Thread

 

 

On the glue issue, if you are fracturing different objects separately are you making sure you are changing name attribute for each set?, if not that would confuse the constraintnetwok.


Edited by Joshmay, 09 December 2016 - 06:50 PM.


#50
Jenks

Jenks

    3rd Year Rigger

  • 399 posts
  • Gender:Male

  • Work Thread

On the glue issue, if you are fracturing different objects separately are you making sure you are changing name attribute for each set?, if not that would confuse the constraintnetwok.

 

I'm only fracturing one obj so sadly I don't think that applies, fortunately with the simulation I have at the moment it doesn't seem to be too obvious.

 

It's taken a LONG time to get it to a stage where I'm happy with the dynamics but here it is:

 

l3vR8HFx17CucpHpe.gif

 

 

I added an extra stack that the first one collides into, in my head I was picturing all the vehicles sliding out the side as it's falling but since they're pretty smooshed and compacted in there I doubt that would be achievable (or realistic), so I think I'll just settle with how it looks at the moment.

 

Now onto adding the fire and smoke :) The plan at the moment is to make it shoot out to the side quite a bit, hence why the second tower gets effected before the first hits it. I guess it's time to watch a bunch of explosions (and also make my browsing history slightly questionable...)



#51
Jenks

Jenks

    3rd Year Rigger

  • 399 posts
  • Gender:Male

  • Work Thread

Added the explosion to the stacks, there's still a few issues with it but I've had enough of the struggle with Houdini and so I'm definitely ready to move on

 

3oz8xEaAUVE2Kh7rkA.gif

 

Also had a quick attempt to get it all rendering in Arnold, but the vdb's and alembic cache didn't seem to want to cooperate... gonna look into that more tonight if I get the chance...


  • conradam and Christian Fryer like this

#52
chrisdunham95

chrisdunham95

    VFX Artist

  • 719 posts
  • Gender:Male
  • Location:Nottingham

  • Work Thread

  • Company: Rare

Looks cool, personally need to break up your constraints on the rest of it once the explosion has gone cant imagine all those other peices just stay together without much more movement etc. (only if you bothered/have the time; as looks once the fracuring happens with the explosion very litte happens after - earthquaker could be a cool idea too)  



#53
Jenks

Jenks

    3rd Year Rigger

  • 399 posts
  • Gender:Male

  • Work Thread

Looks cool, personally need to break up your constraints on the rest of it once the explosion has gone cant imagine all those other peices just stay together without much more movement etc. (only if you bothered/have the time; as looks once the fracuring happens with the explosion very litte happens after - earthquaker could be a cool idea too)  

 

Yeah, I kinda agree - originally I wanted to make the metal bend and deform once they collide, but with time constraints paired with the fact that I have no clue what I'm doing I doubt that's gonna be feasible xD 

 

...also the second tower kept deciding to be a wizard whenever I made it fracture - it would just hover and stay perfectly upright (probably something to do with collisions or something)

 

I'll probably see if I can add some nice camera shake in the arnold render (at the moment the plan is to make it so the viewer is standing on an adjacent stack, so some scary swaying could turn out pretty neat)



#54
Jenks

Jenks

    3rd Year Rigger

  • 399 posts
  • Gender:Male

  • Work Thread

Here's my VFX showreel:

 

 

The rig at the end is still pretty rough - If I ever plan on doing anything more with it It'll definitely need some work, other than that I'm pretty happy with everything.

 


  • Danriduk, Ziv, georgia.grace and 2 others like this

#55
Danriduk

Danriduk

    Creature TD

  • 363 posts
  • Gender:Male
  • Company: ILM

Nice tools.

I was about to comment on the end rig, but then i read what you said, i take it everyone rigging this model that took the module so i'd just park it and move onto a model that wont be so common use (such as film stuff).



#56
Danriduk

Danriduk

    Creature TD

  • 363 posts
  • Gender:Male
  • Company: ILM
Just had a longer look over lunch, its hard to tell whats going on with the tool at times stuff, you cant really see the curves to well with the color of the background, also that section could probably be shorter with a sentence or two explaining the tool or whats just been done. Since its sped up its to tell what button you have actually clicked then leading to confusion on what you are showcasing.
 
Show more of the stack generation stuff ! I'd say that's the strongest part in the reel and its shown for a few seconds. show more variants in the procedural generation could perhaps have less of the destruction part aswell.


#57
Leooo

Leooo

  • 891 posts
  • Gender:Male
  • Location:London

MATE



#58
Jenks

Jenks

    3rd Year Rigger

  • 399 posts
  • Gender:Male

  • Work Thread

 

Just had a longer look over lunch, its hard to tell whats going on with the tool at times stuff, you cant really see the curves to well with the color of the background, also that section could probably be shorter with a sentence or two explaining the tool or whats just been done. Since its sped up its to tell what button you have actually clicked then leading to confusion on what you are showcasing.
 
Show more of the stack generation stuff ! I'd say that's the strongest part in the reel and its shown for a few seconds. show more variants in the procedural generation could perhaps have less of the destruction part aswell.

 

 

Thanks for the feedback, It did occur to me afterwards that the curves were a bit hard to see - but I got lazy and was short on time xD (I need to rerecord those anyway if/when I put them into my proper showreel because apparently OBS loves my desktop bg so much that it wanted to show it to the world in tiny bits for certain frames). For some reason my brain didn't think to add words instead of having a ridiculously long (...and probably kinda boring for a lot of people) portion, something I'll have to remember in future :)

 

I wasn't really sure how to go about showing off the procedural stuff, the way I made it wasn't exactly the most user friendly so showing it houdini felt like it wouldn't do it justice, and then getting a whole bunch of them into maya to render with arnold would've taken ages (I made the mistake of trying to open an alembic with 300 stacks in... not such a good idea...). Out of curiosity, how would you go about showcasing them?

 

 

 

I know... one day I'll eventually getting round to properly sitting down and learning the openMaya stuff... but it seems so intimidating at the moment, I think I'm spoilt by the lovely maya python documentation...



#59
Danriduk

Danriduk

    Creature TD

  • 363 posts
  • Gender:Male
  • Company: ILM

Id showcase them exactly like you did for that one stack ... i'm not sure how difficult it was to present it like that but having multiple variants build up like that next to each other maybe one leading and the others delayed behind a bit would look awesome.

 

maybe show the actual scene with the stack destruction in, but building the stacks up beforehand like you showed with the one stack, then blow it up. No idea how difficult this will be to achieve ...



#60
chrisdunham95

chrisdunham95

    VFX Artist

  • 719 posts
  • Gender:Male
  • Location:Nottingham

  • Work Thread

  • Company: Rare

Make sure to show you using your 'procedural tool' in houdini too, to show how quickly you get feedback, how user freindly the ui is, and generally how the tool works and how procedural/controllable it is, - along with what dan has said above, how you presented the stacks before :)

 

EDIT: You can also use a sop called 'exploded view' to help visualize the peices better for reel purposes if you want to highlight your fracturing 


Edited by chrisdunham95, 16 December 2016 - 06:09 PM.

  • Danriduk likes this




Reply to this topic



  


5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users

buy antibiotics online uk