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Thread: How is this done?

  1. #1

    How is this done?

    I'm interested in how you get 3D geometry to appear to grow like this? I imagine is requires animated UV maps (alphas I suspect) but how do you keep the ends looking solid and rounded as in this example?
    http://brief.promaxbda.org/content/t...etwork-rebrand

    Thanks!
    DI
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  2. #2
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    Try and model the end cap as a separate piece. If done correctly you could also model morphs of it to simulate turning corners.

  3. #3
    So was I correct in assuming the "growth" is done with animated UV maps?
    Time is not linear but rather an eternal "now."

  4. #4
    You might also want to check out SG_fertilizer2
    https://www.lightwave3d.com/assets/p.../fertilizer-2/

  5. #5
    Looks like 3d stroke in After Effects, a Trapcode plugin.
    http://doc3d.com

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  6. #6
    Quote Originally Posted by richhelvey View Post
    You might also want to check out SG_fertilizer2
    https://www.lightwave3d.com/assets/p.../fertilizer-2/
    Thanks Rich, Just what I was looking for (easier than animated UV maps too).

    DI

    - - - Updated - - -

    Sorta kinda but not exactly. You can get this precision or reflectivity with 3D stroke. Thanks for the reply though.
    DI
    Time is not linear but rather an eternal "now."

  7. #7
    it's a manhole cover ↓ JoePoe's Avatar
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    Quote Originally Posted by digitalimagery View Post
    Thanks Rich, Just what I was looking for (easier than animated UV maps too).

    DI

    - - - Updated - - -

    Sorta kinda but not exactly. You can get this precision or reflectivity with 3D stroke. Thanks for the reply though.
    DI
    So does the "sorta kinda" comment mean you can't get the precision etc??

    How about the Inertia plugin?
    No animated UV, just one simple linear weight map needed.
    I've never used it, but.....Looks like it could actually make pretty quick work out of it.... with a lot of precision.
    Only caveat...If you want the end of the geometry to stay put AND the final length is really long, you're going to need a whole lot of geometry.
    (but, in reality I guess it won't be any more than if you modeled it as an object anyway )

    http://www.youtube.com/watch?v=4Hkk9kGWbts
    Last edited by JoePoe; 07-31-2013 at 01:50 PM.
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  8. #8
    Kamehameha Chameleon BigHache's Avatar
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    I think you can do all of that in stock After Effects with extruded Shape layers and animated strokes. No geometry to worry about and pretty easy to change out assets for different shows featured.

  9. #9
    http://www.youtube.com/watch?v=_WV7ApjIsh0

    and take a look to the others videos from "The Real" bryphi77... a gold mine

  10. #10
    Stuck in a very big cube Waves of light's Avatar
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    Quote Originally Posted by vector View Post
    http://www.youtube.com/watch?v=_WV7ApjIsh0

    and take a look to the others videos from "The Real" bryphi77... a gold mine
    Man, that boy knows his stuff.


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  11. #11
    Carbon fibre dongleŽ 50one's Avatar
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    Tis type of effect is really easy to do in C4d and even 3dsmax, but I was always having a problem wirh similar stuff in LW, not saying it's not possible it's just due to the fact that the controlling and changing this stuff would be a nightmare, in other apps you've got slider and non destructive workflow when it comes to your meshes. I can see some AO going on In that video, so I suppose it's done in 3D(c4d).

  12. #12
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    You could do that with DP's spline deformer, take a look about 8 sec into this video,

    http://www.youtube.com/watch?v=Knxz1qdHrPg

    and do all the spline paths in modeler.

  13. #13
    Professional amateur Amurrell's Avatar
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    Couldn't you use the new spline tool in 11.6 to drag some geometry with some bones added to it for deformation through it. I saw Jen do the same thing with a snake model for SIGGRAPH. If the DP spline deformer works like Blender's curves, then I would go that route. Model the geometry and then drag it through the spline.
    Last edited by Amurrell; 08-01-2013 at 05:09 AM.
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  14. #14
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    Quote Originally Posted by digitalimagery View Post
    I'm interested in how you get 3D geometry to appear to grow like this? I imagine is requires animated UV maps (alphas I suspect) but how do you keep the ends looking solid and rounded as in this example?
    I should be possible by making just final geometry, and then fading away it in timeline like I am showing in these tutorials
    http://www.youtube.com/watch?v=T1DvdkvvfAo
    http://www.youtube.com/watch?v=ILKNEB63vGE
    Just more geometry..

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