Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 04-02-2003 , 11:52 AM
mumbojumbo_13's Avatar
Subscriber
Join Date: Oct 2002
Location: The Land Down Under
Posts: 1,047

squashing an orange

does anyone know how to do this ?
i guessed you would use the shatter function but i couldn't figure it out user added image
any help ?
cya
Jason

# 2 04-02-2003 , 04:24 PM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
You might want to think about either blendshapes, and/or set driven keys.

So for blends, you could model an orange, then model a copy of it squashed, then key the blend to squash as the "squasher" squashes it....

For SDK's, pretty much the same, but the squash blend would be driven by the translate Y of the "squasher object".

Lemme know if this helps anyuser added image


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 3 04-02-2003 , 06:11 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
There's also a Deformer called the Squash/Stretch. user added image

[Animation] Deform > Create Nonlinear > Sqaush&Stretch

# 4 04-02-2003 , 06:27 PM
Nem's Avatar
Subscriber
Join Date: May 2002
Location: Faringdon, UK
Posts: 1,480
softbody dynamics user added image im into the whole "let maya do all the work for you" thing user added image


- Simon

My Website: www.Glass-Prison.com
# 5 04-02-2003 , 07:59 PM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Good one Mike! Duh! I forgot about that.....


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 6 08-02-2003 , 05:27 PM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Good point Nem!

FROM an IM:


mumbojumbo_13 wrote on 08-02-2003 06:02 AM:
hey man
i want the orange to splatter on impact with the ground i was figuring that i could do it the same way i blew up the space ship ?
you got any other ideas?
cya

Well, I guess you could do it that way, but instead of making each piece a rigid body, you could make them goals for a softbody-copy? maybe? might take too long....

I don't have much softbody experience, but in theory, it should do what you wantuser added image

TEST:
I just threw my girlfriends luch (orange) off our balcony hehe.., and when it landed, it didn't really rip apart like I thought it would...

It just split down one side, and the "guts" were the parts that were ejected out everywhere...

For those, you could use blobby particles with a few "hero" splatters emitted out from the mid-center of the orange object maybe?

Good luck, sorry I'm not much help...


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 7 09-02-2003 , 03:35 AM
mumbojumbo_13's Avatar
Subscriber
Join Date: Oct 2002
Location: The Land Down Under
Posts: 1,047
nah that helps i didnt have any balconys to test with say thanks to ya girlfriend for me user added image


Thanks for wasting your time reading this line.
# 8 09-02-2003 , 06:27 AM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
No problemuser added image

She made me eat it aftarwards tho.... hehe...


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 9 11-02-2003 , 05:55 AM
mumbojumbo_13's Avatar
Subscriber
Join Date: Oct 2002
Location: The Land Down Under
Posts: 1,047
alrite now how do i get the "hero" bits or orange juice to splash when they hit the ground ?


Thanks for wasting your time reading this line.
# 10 11-02-2003 , 03:20 PM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
If you are using soft or rigid-body blobs for your hero guts that get ejected, at the moment of "impact" I would try messing with these settings:

Select your "Solver" in the channelbox, and try keying these channels for whatever xyz direction you want your "blobs" to go:
-Initial velocity
-Impulse
-Initial Spin
-Spin Impulse

Good luck!

PS- a tip to make your dynamics solve MUCH faster:
In the solver, under "Stand-In" set this to cube.

This will basicly treat your scene as if it were all simple cube shapes making calculation-time SUPER FAST!

...although, if you are working with collisions, it's not very acurate, but in this case, I would use it! user added image


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads