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Finished (?) project - The Need for Speed contest entry

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ENSONIQ5:
I was conscious of making the video as realistic as possible (within reason) and the vehicle physics was a big part of that.  I deliberately did not want to go down the road of making a video that looked like a video game, where cars handle WAY better than real cars, and must have tyres with suction cups on them or something, allowing them to move and corner at ridiculous speeds.  Maybe I should not have been so conservative in my approach, but it is a trend that tends to pervade all my work, right or wrong.

cumesoftware:
Excellent video with a great sense of reality. How did you made the physics?

ENSONIQ5:

--- Quote from: cumesoftware on May 23, 2008, 02:39:51 pm ---Excellent video with a great sense of reality. How did you made the physics?

--- End quote ---

Thanks.  I tried answering you on YouTube but it had a hissy fit and wouldn't let me post a reply.  Anyhoo, the physics was all based on a little bit of trial and error and a lot of pencil and paper.  The trick I use is to imagine the scene, really visualise it, and then use a stop watch to mark the timing of all the key "nodes" in the video (eg, car takes off, car lands, car bounces up, down, car starts left turn, etc).  These timing marks allow you to build a kind of storyboard, and based on the 25 frames a second PAL standard it is simple to convert the times into frame numbers.  Basically it involves quantifying and recording an imagined idea, so the timing isn't lost in the construction and the animation closely follows the original visualisation.  A physics engine would certaiinly be a nice addition to Anim8or though, it would speed things up considerably.

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