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View Full Version : Growing Buildings Help(Fertilizer, DPKit, or something else)



tyrot
03-09-2013, 10:01 AM
Hello wavers,

How to animate - a growing building from ground? should i use fertilizer or any way to do with DPKit.. ?

Something like SimCity 4 trailer ...


http://youtu.be/ZGwrPMm4yFs

Thank you in advance...

VonBon
03-09-2013, 04:22 PM
looks like compositing tech to me

ConjureBunny
03-09-2013, 04:29 PM
You could build the buildings normally, and use either bones or bones and weightmaps for them. Then scale all the bones down to 0, or move all the bones down so they're underground. Then, move them up in your animation.

-Chilton

OFF
03-09-2013, 09:08 PM
Cutaways in LightWave with No Plugins - Faking Animated Booleans
http://youtu.be/azM5_U4FzLY

Clip Map Cut Away Tutorial:
Nice little trick for creating cut aways that actually look solid inside.
http://www.md-arts.com/tutorials/lw_tutorials/tutorials.html

tyrot
03-10-2013, 05:15 AM
thanks guys - i ll check the tutorials...!

marc
03-10-2013, 02:06 PM
Lots of interesting info in this thread:
http://forums.newtek.com/showthread.php?101147-City-Effect-Dpont-nodes-rock

Marc

dwburman
03-10-2013, 02:22 PM
This uses DP_Kit's Part move.

There is a weight map on the different pieces. That in combination with a gradient control the order in which they move.

The animation of a null controls the overall speed of the movement.



http://www.youtube.com/watch?v=dpN3UrHM_i0

I do a walkthrough of the setup in my tutorial on Gradients that's at Liberty3d.com (there's a link in my signature). I think there are other examples of this technique in this forum... possibly in the thread linked to above.

You may want to different methods for the beams/structure of the buildings and their outer skins/walls.

Waves of light
03-10-2013, 02:59 PM
Have a look at the lower end posts in this thread by Pavlov. XswampyX has some good examples in there:

http://forums.newtek.com/showthread.php?124859-trails-techniques-a-list-needed

Greenlaw
03-10-2013, 05:18 PM
Wow, that brings back memories--I storyboarded and art directed this Sim City commercial, and worked on many of the shots myself. :)

The building construction was set up by (sorry if I have this wrong guys,) Pat Perez, Matt Morgan, Carl Denham, and probably somebody else...sorry, I can't remember...this was done about 10 years ago in the Box.

Memory is fuzzy but from what I recall we had many 'levels' for each building object, built in many layers, and each level was hidden underground. Each level then popped up in sequence using step mode in Graph Editor. I believe we had a setup that used an animated null to trigger the 'pop up' animation and expressions to control the speed of the construction. However, this technique only worked for a few shots--there were many instances where artists had to time the construction effect manually in GE. A lot of it, in fact, was just old-fashioned brute force animation. This was back in Lightwave 7.5 days I think.

G.

lertola2
03-11-2013, 07:51 PM
http://www.bryanchristiedesign.com/animations.php?animation=53
A colegue of mine created this animation. It used DP_Kit's Part move to scale the building parts. The animation was controlled by the y position of a null.

tyrot
03-11-2013, 09:04 PM
lertola that is exactly what i need! so cool ! basic scene file would be awesome !

OFF
03-11-2013, 09:30 PM
+1 for basic scene file :)

VictoryX
03-12-2013, 12:08 AM
How I would achieve that shot is build a building with all the scaffolding, floors, outside layer, then a final pass of the outside lays of the building being exploded out maybe by a dynamics system. Set your camera movement through the scene. On the first pass make all the shaders transparent except the scaffolding. Then do another pass all the er transparent except the scaffolding and floors. Another pass with the walls being exploded out. Do another pass all the buildings assembled. Then in a composting program composite all 4 passes together with a transition between them, with the explosion pass in reverse to make it appear as if the buildings were coming together.

Red_Oddity
03-12-2013, 05:02 AM
Here's a quick example i whipped up, it's not exactly rocket science.

We subtract the Y position of the animated Null with the Y position of each mesh part, when that value is below 0, we return the original position (offset Y with 0), and other wise we offset the Y position of the part with -100.
I've added an FBM node for some randomness in the part position sampling and added a Weight map for each layer so we can offset the buildup timing.

example video: http://www.youtube.com/watch?v=j8pZYyBVHTU