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| Animation Bones, IKs, rigging, skinning, etc! |
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| | #1 (permalink) |
| Illustrator ![]() |
Hello, loops. I've been asked to do an animation of a marketplace slowly getting flooded. Has anyone yet tried to do something like that from within Carrara? Is it possible? How could flooding water be made? Could C6' ocean primitive help here? Thanks a lot, Tassilo |
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| | #5 (permalink) |
| Escaping to 3D worlds... ![]() Join Date: Jul 2005
Posts: 176
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Roiling water is easy enough to do if you drive a displacement map with a movie. If you need water rolling down stairs or something like that, your're out of luck since Carrara doesn't have fluid dynamics in the truest sense of the word. (particles with metaballs with physics might be a workable solution if you want to try it) For water that behaves like real water when something drops into it or spills around corners, I've used Blender to create the fluids and exported to Carrara. For the best results it does require some frame-by-frame adjustments in the Vertex modeler but that goes pretty quickly. Fluids (reaistic ones at least) are very specialized. Blender is the poor-mans solution. However, if your client really wants "real" try this: http://www.nextlimit.com/realflow/ (click on the show reel in the upper right hand corner if you want to see it in action) If your client wants to buy it for you, I'm sure you can learn it! :D Mark |
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| | #6 (permalink) |
| Illustrator ![]() |
Thanks, Brian and Mark. First of all: The project is low budget, I mean really low. So probably no RealFlow. I could try to avoid the corner spills, I guess, so carraras shaders would do it. The problem I see is the initiation of the rising, when it comes from no water to slight water. Using a plane or ocean primitive would give me a harsh transition from dry to all wet. I wonder what I could do about that. The displacement movie sounds good. Might it be possible to add C6' ocean movement as displacement onto a custom "upcoming flood" object? |
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| | #8 (permalink) |
| Cube ![]() Join Date: May 2006 Location: Bergen
Posts: 83
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As Brian said, had to have a quick fiddle... It is three ocean primitives. one at an angle as the front of the wave, one with large waves to simulate the wavebody, at the end gradualy beeing lowered, one as the water after the wave has pasted. All in one group, moving it towards the camera. |
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| | #9 (permalink) |
| Fou d'animation ! ![]() Join Date: Jul 2005 Location: Marseille
Posts: 633
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__________________ Mon projet de court metrage http://didier.roca.neuf.fr |
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| | #12 (permalink) |
| Fou d'animation ! ![]() Join Date: Jul 2005 Location: Marseille
Posts: 633
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The interface is quite difficult when you see it for the firts time , but when you start to play with it and see how much it is powerfull (you can change the look of every single window, and create different environement one for modeling one for animation one for compositing…etc) ok it's less easy compare to Carrara but it is more powerfull and stable ! and the Blender community is very active if you speak English you can find ton of tutorial and help all around the Net !
__________________ Mon projet de court metrage http://didier.roca.neuf.fr |
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