Tuesday 22 March 2011

Animating the props

Along with the biped, there is a certain level of animation put into the objects in the scene such as the reaction of the hats to his magic.

The first hat features the 'sprouting of wings' which in turn enable the ability to fly. this was done by simply crating two cartoon wing shapes using the line tool, converting them to an editable poly and using the symmetry modifier to create a 3d look..



These wings are then positioned on the hat and assigned a link constraint directly to the hat object so they will follow it's flow of movement on the stage. This saves a large amount of time as the wings would otherwise have to be animated to follow the path of the hat which in itself can be a daunting and usually messy task with many difficulties. the wings are also tilted 15 degrees every 5 frames to give the illusion of a flapping motion.

The second hat features a rocket-like take off directly off the stage. This was done using the 'SuperSpray' particle system and assigning a link constraint to the target hat.

Being new to this effect, I have found this tutorial invaluable in detailing how to create a simple version of this effect, which looks very similar to a smoke trail left behind by aeroplanes.

The tutorial can be found here SuperSpray Tutorial

To start, we select the SuperSpray from the particle system dropdown menu. This allows us to click and drag the effect onto the stage. Next a Hose preset is loaded which allows us to create a fluid spray effect, which can be seen by playing the first 100 frames of the scene. Relevant particle settings were changed such as the 'Use rate' which in this case i have decided to use 100 particles per frame.



Next, a material needs to be added to the spray to create a smoke effect. This was done by assigning a diffuse color under the maps rollout and selecting the particle age preset, followed by color adjustments. We then add a preset to the 'Opacity' map and use the 'noise' and 'gradient' settings. With some further adjustments the material is assigned to the particle emitter and the results can be seen here..




This video shows the original smoke testing after assigning the material.

To create the effect of the hat launching off the stage, the particle emitter is positioned directly under the hat and the emission settings altered to reflect it's current time on the timeline. The use of a link constraint allows the emitter to follow the hat's movement on stage but also makes the emitter shoot up faster than the hat!

To resolve this, I tweaked the settings under the 'Object Motion Inheritance' panel section on the emitter and reduces the Multiplier to -0.5 which stops the emitter shooting up through the hat..


No comments:

Post a Comment