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pekka varis
04-02-2018, 12:46 AM
Hi!

I am going to animate a stack of papers, so they fall from sky and pile up. See, here is a draft of what I am lookign for:

140978

So I need them to fly from sky, fall down and land in to a nice pile of papers. If possible, the curve along they fly would be nice to bend a bit :)

I have gone through google and lightwave plugin database and I have not found anything usefull. So please LW community, share your thoughts on this!

Pekka Varis

UnCommonGrafx
04-02-2018, 04:41 AM
My suggestion would be to 'think it backward'.
That is to say, do a sim/animation where it goes from the pile up to the sky in a float away kind of way.

Second thought:
Sim it once - a single sheet falling - then instance it somehow to create the stack.
The single sheet could be made into several with the timing changed.

You have you two goals - make those look good and blend as needed.
Robert

pekka varis
04-02-2018, 05:20 AM
Very good idea. But what could be the best way to instance this kind of object?

Pekka

UnCommonGrafx
04-02-2018, 05:26 AM
The built-in instancer isn't good enough?
Of course, https://docs.lightwave3d.com/display/LW2018/Instancer+Tab

prometheus
04-02-2018, 06:19 AM
particles set to animation path may work, if necessary more than one, and use instances, or non instanced/ cloned papersheets, some slight displacements or deform with morphs.
On the ohter hand, I think you should look at some tutorials from bryphi77..
https://www.youtube.com/user/bryphi77/videos

Dpont part move may be great for this, but it takes a bit of learning to do with nodes.

spline control as well.
Also check Mark Warners page..he has a lot of intererst too..
https://www.youtube.com/channel/UCJUynRdT9wndRTdc7s9NwyA/videos?sort=dd&view=0&shelf_id=1

rdolishny
04-02-2018, 06:48 AM
I agree think backwards. Soft body dynamics. Enabling offset frames to start the simulation on an object by object basis. Or unique weightmaps for each page.

prometheus
04-02-2018, 08:07 AM
I agree think backwards. Soft body dynamics. Enabling offset frames to start the simulation on an object by object basis. Or unique weightmaps for each page.

Yep..works as long as you think backwards as you say, trying to get the soft body dynamics to land and settle on top would be harder, but blowing them away from fixed positions is way easier and then reverse the animation.

pekka varis
04-02-2018, 08:20 AM
Thank you everybody! Following Mark Warners page, I found this:

native LW deformer Spline Displacement
https://www.youtube.com/watch?v=_dZcwtvUxBM

Thanks Prometheus!! It shall do just the thing I have in my vision. Now as I move the pile of papers down to ground or in fact to a table made out of glass, I need to hide it under the table.. How can I hide this kind of "snake" from the point on it reaches my table glass surface? Can I just make a box under the table and tell it to make this object invisible inside the box?

If I just move one "snake like" stack of paper with this Spline Displacement technique, then I could easily buildup a another small pile of paper at the table, on the same spot where this long "snake" lands itself. I hope you understand this idea. heheh! Anyway - this shall be the solution for me! You are all great!! Now I can sleep well :)

pekka varis
04-03-2018, 03:56 AM
I think I shall give this a try:

DPKit boolean
http://dpont.pagesperso-orange.fr/plugins/nodes/Additionnal_Nodes_2.html

But does it work with Octane for Lightwave?

Greenlaw
04-03-2018, 01:51 PM
Wondering if you can use Flocking for this.

pekka varis
04-05-2018, 08:08 AM
I have installed DP Kit for my lightwave 2018 and I have installed all them plugins. If I double click the "boolean" shader plugin on node editor, nothing happens.. So I am a bit stucked. In manual there is not actual steps on how to use these plugins.. Sorry for being such a nookie!

prometheus
04-05-2018, 11:31 AM
I have installed DP Kit for my lightwave 2018 and I have installed all them plugins. If I double click the "boolean" shader plugin on node editor, nothing happens.. So I am a bit stucked. In manual there is not actual steps on how to use these plugins.. Sorry for being such a nookie!

If you can not click on dpont stuff?...which I think you canīt ..then it is broken, Itīs none compatible with 2018.

Most of dpontīs nodes are not working in 2018 ..unfortunately, dpont rman node textures, dpont partmove and a lot more, havenīt tried the booleans, but I think all dp kit stuff is incompatible...harsh truth, if you can do it in 2015, or try other methods.
And keep fingers crossed that dpont might have the time and interest to update.

pekka varis
04-08-2018, 12:39 AM
I found a great & simple solution to make the animated boolean:
https://www.youtube.com/watch?v=azM5_U4FzLY

So I opened a new topic for that:
http://forums.newtek.com/showthread.php?156726-Clipmap-is-not-effective-in-Octane&p=1542940#post1542940

DonJMyers
04-09-2018, 04:39 PM
I'm doing this using animation path wind which sucks the pages through an invisible tube.

pekka varis
04-10-2018, 01:16 AM
I'm doing this using animation path wind which sucks the pages through an invisible tube.

Well that must look really cool!!

MonroePoteet
04-14-2018, 11:22 AM
Here is a sample scene using the Particles and Animation Path wind technique proposed by prometheus, which is a method I've used before for this type of animation.

141231

141230

There are two Instancers: one to attach the single-sheet paper to each particle and another for the fixed-pages stack. I didn't use a Clip Map on the stack, but put an Envelope on the Instancer's Y Spacing channel to "grow" the stack from 1um initially to 1mm when all the flying pages have landed. The Instancer is given a very small random offset and heading to make the stack "not so perfect".

141227

Animation Path type wind is used to guide the particles. You set up an Animation Path wind by adding Dynamic Object=>wind and changing the type to Animation Path. Layout will create two Nulls named "node (1)" and "node (2)". You form the path for the particles to follow by moving, rotating and stretching these nodes. My usual technique is to move node (2) up the desired path towards the Particle generator, then use CTRL-c to clone it into node (3), move that up the path, clone it to node (4), etc. You can also animate the nodes during the animation to vary the path over time.

141228

Note in this case that node (1) (the last node on the path) is sized to be very small. This guides the flying sheets to the center of the pile regardless of the path they used within the Animation Path to get there.

The Particle emitter has a Life Time of 30 frames, so once each sheet of paper lands on the stack, it vanishes soon thereafter. The Weight and Resistance of the particles are set very small so the Animation Wind doesn't blow them REALLY fast! The Emitter was sized up in Y and X to give variability in where the particles are generated so the succeeding sheets don't all follow the same path.

141229

Hope it helps, and good luck!
mTp

pekka varis
06-26-2018, 01:38 AM
Thank you everyone who helped me on this! Here is the final video. Customer loved it!

https://youtu.be/ua9Mkl3D3p8

jbrookes
06-26-2018, 10:32 AM
Nice! Did you create the flying binder too?

pekka varis
06-27-2018, 12:42 AM
Yes, I created that too! It was my first motion tracking scene :)