Artwork > Finished Works and Works in Progress
Crash landing
ENSONIQ5:
Hi all. I thought I would post a link to an exercise I have been working on recently, here http://www.youtube.com/watch?feature=player_detailpage&v=eCHCXFYiKJs . Although it was rigged and rendered in Carrara, the modelling is mostly Anim8or. Basically it is an exercise in particle generation, trying to get to grips with the many, many settings and variables. The sound track was constructed from 16 separate audio tracks in Krystal (it's a free download) and needs a bit of adjusting to better demonstrate the approaching/receding effect (ie gets louder and softer, maybe with a bit of Doppler shift). A final render is planned with full motion-blurring and tweaks to the particle generators to make the streams 'softer' and more realistic-looking, though this is expected to take quite a few days with 3 processors on the job!
floyd86:
Looks good ensoniq! The particle emitting looks pretty realistic as it would happen in real life.
Only the motor (?) which breaks of and is spinning around looks a bit weird. It should fly to all directions and now it's spinning in place.
Also the camera movement is a bit weird: The first part of the clip the camera movement is really stable like it's shot from a tripod and the second part (at the zoom at 0:10) it more looks like a handheld-camera, with the shakes and zooms. Try making it one of both: stable tripod cam or handheld.
RudySchneider:
floyd86 ---
I don't completely agree with your assessment. For one, since the thrust-to-weight ratio of the engine is quite high, its natural tendency is to spin wildly once detached from the body. This is particularly true if its center of gravity is not in the center of the broken off mass.
And as far as camera movement, the impression I got was that the crash came as a major surprise, so the cameraman had to actually yank the camera off its tripod mount in order to locate and film the parachute(s) of the ejected pilot(s).
Excellent work, ENSONIQ5!
ENSONIQ5:
Thanks guys. The motion was defined by the physics engine, including the engine spin which was more or less a 'happy' accident. The engine actually strikes the terminal building in such a way as to start it spinning, but once the particle emitter was added the effect did look to me a bit like an out-of-control engine, as RudySchneider suggests, so I figured it could stay that way. The camera is actually always shaking, it's just more obvious when 'zoomed in'. The 'shake' system actually moves the whole camera in random directions, which is not really what I wanted. A more accurate system would be to apply a shake modifier to the camera angles, with the position remaining more or less stable, but so far I haven't had much luck with this (I might have to script something). If I can get it sorted out the plan is to make it appear the cameraman is almost hit by the debris, and has to duck out of the way, possibly with a "What the f(bleep)..." voice track overlaid, kinda like something you might see on YouTube. Thanks for the feedback, much appreciated.
headwax:
Ensoniq, wow that was just wonderful :)
Delightful in fact. The spinning engine was the deal maker for me.
You certainly are a master in the art of animation, editing and making movies.
Be good to see you do it full time.
cheers form the dry part of Oz !
Navigation
[0] Message Index
[#] Next page
Go to full version