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Old 7th Apr 2012, 02:15 PM   #1
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Default Misc - Send in the Clones, and other assorted LW11 dynamics tests

A preview of a dynamics test I'm working on
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Old 7th Apr 2012, 02:16 PM   #2
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And consolidated from some other threads:

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Old 8th Apr 2012, 06:04 AM   #3
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Some popping or shuffling towards the middle.. oh well.

I also should figure out how to project the flock onto ground geometry so they actually follow the terrain. I've seen it done on youtube, but not sure how.

http://youtu.be/0MTvyMflOhA?hd=1
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Old 8th Apr 2012, 07:30 AM   #4
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Looks like standard morning drill after a night in the mess hall!

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Old 8th Apr 2012, 09:53 AM   #5
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Looks like standard morning drill after a night in the mess hall!

Nothing like what I remember.

They should have that nice ash colour.
Eyes should be bloodshot
And where are the ones that are facedown on the asphalt, down on one knee, leaning on the guy beside them.... That sorta thing.
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Old 9th Apr 2012, 02:39 PM   #6
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Great potential there.
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Old 9th Apr 2012, 03:32 PM   #7
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Refined the flocking settings somewhat

http://youtu.be/8ATLwjzQB8Y?hd=1
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Old 9th Apr 2012, 08:58 PM   #8
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It'd be fun to play with a scene like that using crowd control in XSI 2013
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Old 11th Apr 2012, 04:21 PM   #9
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Has anyone been successful in applying fracture to complex geometry without having it simply crash>?

edit: pretty reproducible actually.. Does nothing for about a half an hour, then abruptly crashes. hmmm


edit2: had been trying to fracture in Layout, let's see if it works any better in Modeler
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Old 12th Apr 2012, 04:59 AM   #10
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Trying something different now, does 'parts body' work on point clouds??
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Old 12th Apr 2012, 01:40 PM   #11
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Trying something different now, does 'parts body' work on point clouds??
Apparently, no. Thought that might have been a way around not being able to apply dynamics/bullet to instances.

It seems there's a python script that will bake instances, but with a large number of instances it seems to simply crash. So, that doesn't help much

Which is a shame, because I really wanted to use bullet to animate all these red blocks collapsing onto the floor



I'm now going to try and convert the point cloud to a bunch of single point polys, then see if those can drive instances, and if then finally the single point polys can be broken up by parts body


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I'm now going to try and convert the point cloud to a bunch of single point polys, then see if those can drive instances, and if then finally the single point polys can be broken up by parts body
Of course that doesn't work either, seeing as how neither points nor single point polygons register with parts body at all
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Old 12th Apr 2012, 07:40 PM   #12
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I wonder if it's just a question of processing power or RAM?
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Old 12th Apr 2012, 07:56 PM   #13
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I wonder if it's just a question of processing power or RAM?
I didn't come close to maxing out either, so I'm not sure what the issue is.
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Old 12th Apr 2012, 08:03 PM   #14
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Not quite what I had in mind, had to resort to just randomly spraying points and using point clone plus to clone out a bunch of cubes

http://youtu.be/nLnDuOknihI?hd=1

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Old 15th Apr 2012, 04:20 PM   #15
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http://youtu.be/WXq64WOdYdo?hd=1

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Old 15th Apr 2012, 05:06 PM   #16
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That last one is interesting. Now, get it moving at bullet speeds and you'll have a winner!
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Old 18th Apr 2012, 03:35 PM   #17
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http://youtu.be/0c2x-qkwxVE?hd=1



Still doesn't flow quite right

Working on something a bit more dynamic now, those missile capsules are hard to use in large numbers.. takes forever to calculate dynamics for them.

Think I need to simplify them somewhat, make them less computationally expensive
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Old 18th Apr 2012, 05:35 PM   #18
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That's a nice particle shower after the warheads detonate.
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Old 18th Apr 2012, 05:51 PM   #19
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Quote:
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http://youtu.be/0c2x-qkwxVE?hd=1
Still doesn't flow quite right

Working on something a bit more dynamic now, those missile capsules are hard to use in large numbers.. takes forever to calculate dynamics for them.

Think I need to simplify them somewhat, make them less computationally expensive
Why not only have the dynamics calculated for 4 or 5, bake the dynamics animation for those and apply it randomly to a much larger cloud?
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Old 19th Apr 2012, 08:00 AM   #20
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Why not only have the dynamics calculated for 4 or 5, bake the dynamics animation for those and apply it randomly to a much larger cloud?
Ah! Didn't know I could do that

edit: hmmmm... can I actually do that in LightWave?

edit2: oh, MD baker seems to work on bullet driven simulations
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Old 20th Apr 2012, 08:03 PM   #21
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Trying something different now...


Here's a small teaser of something I have rendering


Anyone care to guess





















...and no, it's not just fog and clouds
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Old 20th Apr 2012, 08:05 PM   #22
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Quote:
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Trying something different now...


Here's a small teaser of something I have rendering


Anyone care to guess
Ok, a slightly better hint
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Old 21st Apr 2012, 02:26 AM   #23
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Nostromo by Lee Medcalf

I built a set of landing gear for it with dynamics in mind

http://youtu.be/6yJ5JyERhpQ?hd=1
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Old 21st Apr 2012, 05:38 AM   #24
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That is pretty cool looking. Is that just fog?
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Old 10th May 2012, 06:56 AM   #25
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Another one:
http://youtu.be/tDGYEFmzEOE?hd=1

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Old 10th May 2012, 08:30 AM   #26
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Nice shattering effect on the two spheres.
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