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Home ? How Do I ...? ? Moving water like in the Chinese History pack?

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24/03/2016 15:59:50

wdeprospo
wdeprospo
Posts: 86
Now that is wild. I love it.....
edited by wdeprospo on 24/03/2016
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24/03/2016 17:17:13

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
Looks great to me Braj! Not only your adaptation of the water, but the whole scene looks very good! How about sharing a little more about how you constructed the river
edited by PatMarrNC on 24/03/2016
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24/03/2016 20:10:09

braj
braj
Posts: 286
Well, it is really simple, I just took the default floor plane in Poser, subdivided it a couple time to get some polys, then used a wave modifier to create the waves, put in a basic water texture that seemed appropriate, adjusted the specular and reflection a bit, created the tiny cube UCX item, and exported as FBX. Same can be done in slightly different ways in other apps obviously. I still can't get what I want for all scenes though, I wish I could import an FBX with animation, then shots like this would be easy. I have no idea how to approach getting a similar shot in Muvizu, and I'm a little clueless how to get the sort of motion tracking with masks that would allow Muvizu content to look right in the Poser scene and vice versa, so I can't have my Muvizu hero riding the bow on a cresting wave:


edited by braj on 24/03/2016
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24/03/2016 20:18:57

braj
braj
Posts: 286
What would be really cool is if Muvizu allowed us to export static OBJ files from the active frame for a particular character. I know this is highly unlikely if not impossible, but if I could get static props of Muvizu poses, they could stand in in cases like this where using another 3d program is necessary. Maybe it would be easier for Muvizu to introduce some sort of wave system, it is using physics already, I am guessing that would be more possible.

EDIT: Meh: I just tried it, I can't properly output the wave animation to FBX, and trying to import an FBX with multiple frames crashes Muvizu. I guess I better plan my shots in a way that I can get some of the sweeping epicness of moving waves with compositing in Hitfilm with masks, just the moving boat part makes that a challenge, I don't want the people to look like they are floating around.
edited by braj on 24/03/2016
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25/03/2016 03:05:33

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Woah! Slow down a bit Braj, can't keep up with all your output - great stuff, going to try it all out tomorrow. The water and boat combo looks excellent, and I want to have a go at animating that dragon... it would be a Muvizu breakthrough if someone could get that to animate (convincingly), but with keyframes it might just be possible...
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25/03/2016 03:59:18

braj
braj
Posts: 286
Ziggy, here's a rigged FBX in case you need it. And whoever does use the dragon, be sure to check the original link and follow whatever the license is, if any. I'm pretty sure it is abandonware, and it is a copy of a video game character from what my son tells me, so it was never a commercial product, but still, if they need credit, please give it

https://dl.dropboxusercontent.com/u/9300947/LittleBigDragonRigged.zip
edited by braj on 25/03/2016
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25/03/2016 12:44:29

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Tried chopping it up so I could possibly animate the wings separately, but it didn't quite work. Back to the research lab...
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25/03/2016 13:57:12

mrmuviz
mrmuviz
Posts: 51
Very nice Braj
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25/03/2016 14:19:30

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
you're doing some cool stuff here, Braj...
unfortunately your explanation of how you did it went right over my head. It would be great if you'd post a set that included elements like you're showing here so we could experiment with them ourselves
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26/03/2016 02:55:55

braj
braj
Posts: 286
ziggy72 wrote:
Tried chopping it up so I could possibly animate the wings separately, but it didn't quite work. Back to the research lab...


I have it chopped up a bit, there are three FBX files for the static dragon and his wings, and the blend file has all the bits on separate layers. Show all layers at once and select everything before scaling anything or you'll hate your life.

I tried animating, and I'd like to share a tip: go through and make a keyframe for every up and down beat in the up position, then when you scrub through it will look like nothing happens, because it hasn't. Then go to every other keyframe and change the position there. That way you can get a decent cycle without fighting too much with Muvizu's way less than precise positioning tools.


https://dl.dropboxusercontent.com/u/9300947/LittleBigDragonParta.zip


edited by braj on 26/03/2016
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26/03/2016 02:59:07

braj
braj
Posts: 286
I guess this is the time to ask for cycles for animations, let the user define a point when the animation on any channel starts repeating. And also being able to copy and paste keyframes would make this all simpler, and looping less necessary. If I were to pick a feature, it would be copy/paste, but looping still would be great too.
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26/03/2016 06:57:25

braj
braj
Posts: 286
PatMarrNC wrote:
you're doing some cool stuff here, Braj...
unfortunately your explanation of how you did it went right over my head. It would be great if you'd post a set that included elements like you're showing here so we could experiment with them ourselves


I posted a set file to the store yesterday, I don't know if it has been approved yet, it has a low poly sailing ship and round ocean tiles. But basically, to explain the water, you just need to take a multiply plane in a 3d app and ripple the surface in a way that you think looks good. I use a wave generator in Poser to do it, but there are lots of ways. Blender has an option I believe to select random vertices, do that on a flat plane and just move the random selection onwards to the size of your waves (use the Blender subdivision modifier to make a simple square many polygons if you need a plane) and set the materials like the Blender tutorials on the wiki state, give it a texture, import it to Muvizu and replace the texture with the camera texture trick, animating it there. I'm on a phone, later I'll try and make one download with a few water tiles and features to make Blender unnecessary hopefully for many.

What I want to try next for water is animated textures with animated waves using the pivoting feature for controlling the movement. I need to watch the tutorial on animating objects again, muvizu has more tricks than I'm using I'm sure of it ☺
edited by braj on 26/03/2016
edited by braj on 26/03/2016
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26/03/2016 15:05:46

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
braj wrote:
I guess this is the time to ask for cycles for animations, let the user define a point when the animation on any channel starts repeating. And also being able to copy and paste keyframes would make this all simpler, and looping less necessary. If I were to pick a feature, it would be copy/paste, but looping still would be great too.


+1
The ability to copy and paste keyframes would be huge
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