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cc3d
03-01-2009, 08:44 AM
I've got this job where I need to show attached elements becoming unattached from a central object(see image below).

http://www.tccook.com/library/res.jpg

I have to show several dozen of these objects with satellites become unattached.

HD instance is not an option as it is too buggy and crashes LW during the animation rendering.

Does anybody have a good technique for pulling this off other than just the obvious and tedious method of hand animating?

thanks for your help.

SplineGod
03-01-2009, 10:05 AM
Do t hey need to come off the surface in any particular way?

Hopper
03-01-2009, 10:13 AM
Wouldn't a simple endomorph do? In your scene you can simply rotate each of the "balls" in such a manner that the pieces coming off do not create an obvious pattern. Parent the morph to a null or something as a controller or one null per "ball" object.

Or is that just crazy talk. I don't animate much - it just seemed logical to me.

cc3d
03-01-2009, 10:19 AM
Do t hey need to come off the surface in any particular way?

They just need to come off as if they are released from being attracted to it.

SplineGod
03-01-2009, 10:25 AM
In that case it sounds like hoppers suggestion is the simplest :)

BlueApple
03-01-2009, 10:30 AM
It doesn't look like doing it by hand would be too painful.

Just set up the motion for one of the object clusters animating away from the master sphere in the center, and make sure that all of the cluster geometry is parented to a null located at the center of the big sphere. Removed the big sphere in the center from your scene, save the scene as LoadUs.lws and clear the scene. Now just use Load Items from Scene a few times and rotate the master nulls a bit to offset the clusters' positions.

This is not a highly editable solution, but could get the job done depending on how many individual clusters are populating the larger sphere.

Or...

Just wait a second and SplineGod will give you a highly editable solution that is faster to execute and is driven with procedurals and a morph :).

SplineGod
03-01-2009, 10:43 AM
Yes I had that in mind. :)
This was done in a similar way:
http://www.3dtrainingonline.com/examples/staph2.mov

In his case because the objects attached to the sphere have a volume it would take another step to make sure that those bits keep their integrity like this example:
http://www.3dtrainingonline.com/examples/tentacles.mov

cc3d
03-01-2009, 11:32 AM
Yes I had that in mind. :)
This was done in a similar way:
http://www.3dtrainingonline.com/examples/staph2.mov

In his case because the objects attached to the sphere have a volume it would take another step to make sure that those bits keep their integrity like this example:
http://www.3dtrainingonline.com/examples/tentacles.mov

Very interesting in-deed, but how?

SplineGod
03-01-2009, 11:58 AM
The simplest way is to use strings of 2 point polys to represent the objects attached to the spheres. Make sure theyre basically in the center of the attached objects but in a different layer.
Create an endomorph where theyre moved out to their final positions. Use the normal displacement plugin or a node setup to make the strings morph out based on the texture.
MDscan the strings and then metalink the actual objects to those.
Make sure all the strings are in one layer and all the molecules are in another layer. Parent the molecule layer to the string layer.