Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I finally got the entire simulation to complete. I lowered the fluid resolution to 1 and changed the sim keys. After about 9 hours of runtime I have 500 K particles. RF finally doesn't crash anymore :attn:
I'm glad you like it - thanks for the feedback :bow:
I've been tweaking various parameters a bit more, with the result below. That's as far as I'm going to take the simulation. Now I'm going to transport that back into Maya and see how it's going to look in a textured environment.
Well I'm running into some problems now :headbang:
I have the entire animation sequence complete in Realflow and transported the keys into Maya. The issue seems to be the scene is too complicated for my PC to handle. I can't get the texture on the dam pieces baked and running the animation in Maya makes it crash after about 130 frames. As far as I can trace it back, it's because of the Realflow mesh.
I don't see a solution immediately and it drives me crazy
:angery:
One thing I'm trying is to have only a part of the dam broken into pieces. But the Shatter script fails on me.
this is looking good, sorry to hear about your problem and sorry I'm no help to it. I wanted to ask a question. I know you need to triangulate the mesh before importing it into realflow, but when you're done in realflow and you bring it back to maya does it have to remain triangulated?
This is cool to see, wish I had the talent needed to participate in this challenge.
are you caching everything properly, i dont use realflow but playback issues happen alot if your not caching your simulation to hard disk. When it comes to Textures , look into block ordered textures (BOT option) or splitting up the bake into more managable chunks.
Realflow is a nice application. I used it for the first time with this model, so you see what can be done with little knowledge.
I don't think it is necessary to keep the triangulation on objects when transported back into maya. I just take the sim keys and apply them back to the objects. Those don't even have to be rigid bodies at that time, because Realflow already took the dynamics into consideration.
As for the talent/experience needed, this is my third model with Maya and first usage of Realflow. The one thing I'm finding is that one really needs to be organised to keep everything clean.
The entire animation was done in Realflow. I created the model in Maya, where I shattered the dam into pieces. That model was transfered to Realflow. There I defined the rigid bodies and indicated which ones are static or dynamic. And created the fluid of course.
The main thing I had to do in Realflow, was figuring out the balance between weights of the dam-shards and the forces applied to them, i.e. the speed of the particles, gravity, and two more forces in line with the particle direction to actually get the dam pieces to move.
alright thanks for your help, that helps a lot. I've just been kind of curious. I have the dt maya to realflow integration dvd but it's just little things that I've been curious about before I dive into it. Thanks again for the help.
And good luck on your dam animation (I can't help but find that funny sounding, haha)
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