Page 1 of 2 12 LastLast
Results 1 to 15 of 27

Thread: Vines Growing Test

  1. #1
    3D Practitioner DigiLusionist's Avatar
    Join Date
    Feb 2003
    Location
    San Diego, CA
    Posts
    529

    Vines Growing Test

    This is an animation test I did a while back that employs endomorphs combined with an animated skelegons chain and object dissolving.
    Attached Files Attached Files

  2. #2
    Newbie Member
    Join Date
    Feb 2003
    Location
    Houston, TX
    Posts
    41
    Cool animation. I've used morphs with bones before for animating things like a phone cord or extension cord, but nothing like you have done.

    Would you be willing to share your scene/lwo's? I would really like to investigate your technique.

    Nice job. Very Jack-n-the-Beanstalk like.

    Donald
    FourD
    Donald McDade
    -----------------------------------------------
    I sing like an amputee, can't hold a note, can't carry a tune. [:(]

  3. #3
    3D Practitioner DigiLusionist's Avatar
    Join Date
    Feb 2003
    Location
    San Diego, CA
    Posts
    529
    Sure, here you go:
    Attached Files Attached Files

  4. #4
    3D Practitioner DigiLusionist's Avatar
    Join Date
    Feb 2003
    Location
    San Diego, CA
    Posts
    529
    For those of you who don't like to download .zip files, here's the same anim as a .gif:
    Attached Images Attached Images

  5. #5
    thanks for the scene, but it's missing the vine .lwo file.
    policarpo|visual designer
    http://www.policarpo.us

    "think what you will.
    will what you think.
    anything less is pure folly."

    - something to live by

  6. #6
    3D Practitioner DigiLusionist's Avatar
    Join Date
    Feb 2003
    Location
    San Diego, CA
    Posts
    529
    Sorry about that, I thought it was in the .zip file from earlier...
    Attached Files Attached Files

  7. #7
    super cool!! thanks!
    policarpo|visual designer
    http://www.policarpo.us

    "think what you will.
    will what you think.
    anything less is pure folly."

    - something to live by

  8. #8
    Person of Lordly Stature oxyg3n's Avatar
    Join Date
    Feb 2003
    Location
    Santa Clara, California
    Posts
    371
    Wow,

    I havnt looked at the scene yet but that gif sure looks cool. Thanks for sharing your scene with us.
    "Art is a lie that helps us understand the truth" - Picasso

  9. #9
    Person of Lordly Stature oxyg3n's Avatar
    Join Date
    Feb 2003
    Location
    Santa Clara, California
    Posts
    371
    Ok,
    Now I looked at the file and cant believe how simple this is to do! This is my little test. I didnt do any leaves though:
    Attached Images Attached Images
    "Art is a lie that helps us understand the truth" - Picasso

  10. #10
    3D Practitioner DigiLusionist's Avatar
    Join Date
    Feb 2003
    Location
    San Diego, CA
    Posts
    529
    bipitty boppity boo...

  11. #11
    Very Cool, thanks for sharing

  12. #12
    That's what's great about the Newtek bunch!
    It's about people helping people.
    Thanks!

  13. #13
    Super Member SplineGod's Avatar
    Join Date
    Feb 2003
    Location
    Hastings, New Zealand
    Posts
    7,731
    HEREs something that will allow you to still morph the vine but easily tweak its path while it grows.

  14. #14
    Newbie Member Hellbring's Avatar
    Join Date
    Feb 2003
    Location
    Boston MA, USA
    Posts
    19
    I have been trying to get that useing morphed positions to work but it wont work for me... I have to be missing something simple but i cant figure ot what it is. Here is the files that I made to try it out.
    Attached Files Attached Files

  15. #15
    3D Practitioner DigiLusionist's Avatar
    Join Date
    Feb 2003
    Location
    San Diego, CA
    Posts
    529
    I just checked this and found the following problems:

    In Modeler, you prepositioned the skelegons into the path you want. Unfortunately, that won't work. The skelegons need to be straight along the path, sticking all the way along the length of the stretched morph. You can even make the skelegons extend far beyond the morph and set the Morph % in Layout (using MorphMixer to greater than 100%).

    In Layout, you set a keyframe at Frame 0 for the morph to be at 100%. It needs to be set at 100% at Frame 60 or 90.

    Once the morph is set, you can select the bones and rotate their positions to create the path you want the morph to follow.

    I took the liberty of changing the object to a SubD object with surface smoothing and specularity.

    Otherwise, you did the right things. ESPECIALLY going into the Bones Properties panel and set the bones to Use Morphed Positions!
    Attached Files Attached Files

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •