FORUMS: list search recent posts

This should be simple...

COW Forums : Autodesk Maya

<< PREVIOUS   •   VIEW ALL   •   PRINT   •   NEXT >>
Aharon Rabinowitz
This should be simple...
on May 31, 2005 at 7:13:32 pm

Hi-

I need to create an animation of a construction grader moving over a dirt area, and as the grader scrapes the ground, it pushes the dirt over to the side of the road into a windrow (a wall of dirt). Also, the ground being scraped get's depressed by about 6 inches - and is perfectly flat.

This is meant to be a really crude animation, so it doesn't need to look real at all, so long as the idea is conveyed.

So, how would I get the ground to morph in sucha a way so that the windrow grows out of the ground along the z-axis - not all at once, which is simple morph.

Now, I know I can probably create a bunch of seperate morphs and animate each of those, but I suspect there is an easier way to do this.

Any halep is appreciated.

Thanks.

Aharon

----------------------------------------
Aharon Rabinowitz
aharon(AT)yahoo(DOT)com
http://www.allbetsareoff.com
----------------------------------------
Creative Cow Master Series DVD
particleIllusion Fusion Volume 1
available @ http://www.pIllusionFusion.com


Return to posts index

Chad Briggs
Re: This should be simple...
on May 31, 2005 at 8:13:35 pm

what about animating a displacement map?
-chad


Return to posts index

Aharon Rabinowitz
Re: This should be simple...
on May 31, 2005 at 10:32:49 pm

Hadn't though of that. Thanks.

Is there a way to set it up so that I could see the actual displacement happening in the orthographic views or camera? - several other things need to hapen at the same time, and I'd like to time the animation properly.

----------------------------------------
Aharon Rabinowitz
aharon(AT)yahoo(DOT)com
http://www.allbetsareoff.com
----------------------------------------
Creative Cow Master Series DVD
particleIllusion Fusion Volume 1
available @ http://www.pIllusionFusion.com


Return to posts index


Chad Briggs
Re: This should be simple...
on Jun 1, 2005 at 2:04:05 am

far as I know you can't interactively see displacement yet, but you can map the displacement to the color channel of the texture and thats some reference. Probably not good enough for what your wanting though.
-chad


Return to posts index

Sean Fennell
Re: This should be simple...
on Jun 1, 2005 at 6:26:22 am

you can use a height field to visualize displacement in real time


Return to posts index

Aharon Rabinowitz
Re: This should be simple...
on Jun 1, 2005 at 11:21:14 am

Sean if you have a moment, can you give me more info on this. I've never worked with height fields.

Don;t kill yourself though. I'll probably just spend some time reading up on this regardless.

Thanks.

Aharon

----------------------------------------
Aharon Rabinowitz
aharon(AT)yahoo(DOT)com
http://www.allbetsareoff.com
----------------------------------------
Creative Cow Master Series DVD
particleIllusion Fusion Volume 1
available @ http://www.pIllusionFusion.com


Return to posts index


Aharon Rabinowitz
Re: This should be simple...
on Jun 2, 2005 at 3:52:36 pm

This is odd. I tried rendering the displacement with the vector renderer and it doesn't show up.

Does the vector renderer not render displacement?

Can you think of a solution tp render the outline of the object, not in the vecotor renderer?

A few years ago (beforte maya Vector), I used a trick where I made a duplicate of the object, made it entirely black, and used a displacement map with a negative value, and then made the object one sided, and inside only. In this way, it created an outline.

However, this won't work - since there's already a displacment map in use.

Is there another solution (not involving displacement) for the overall problem of creating the morph that I am not considering?

Thanks.

Aharon

----------------------------------------
Aharon Rabinowitz
aharon(AT)yahoo(DOT)com
http://www.allbetsareoff.com
----------------------------------------
Creative Cow Master Series DVD
particleIllusion Fusion Volume 1
available @ http://www.pIllusionFusion.com


Return to posts index

Chad Briggs
Re: This should be simple...
on Jun 2, 2005 at 4:11:14 pm

why not use mental rays vector render, it works pretty good. Look up the countour render feature in MR.
chad


Return to posts index

Aharon Rabinowitz
Re: This should be simple...
on Jun 9, 2005 at 3:47:36 am

just wanted to say - I ended up using a combo of vector rendering for the lines, and toon shaders for the color. Particles are sprites drawn as cartoons so it all works out.

Thanks.

----------------------------------------
Aharon Rabinowitz
aharon(AT)yahoo(DOT)com
http://www.allbetsareoff.com
----------------------------------------
Creative Cow Master Series DVD
particleIllusion Fusion Volume 1
available @ http://www.pIllusionFusion.com


Return to posts index

<< PREVIOUS   •   VIEW ALL   •   PRINT   •   NEXT >>
© 2017 CreativeCOW.net All Rights Reserved
[TOP]