Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 09-07-2003 , 11:11 PM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800

Large numbers of duplicated objects

hi guys I am creating an animation with lots of spiders in it running around over some terrain. I've run into a problem when it comes to duplicating the objects.

At the moment I have it setup so that i have three models each with their own animation /ik/geometry etc. And all grouped together:

e.g. spiderGroup1, spiderGroup2, spiderGroup3.

Now what I want to do is select a random one of those and duplicate it so that I have another one (which then gets it's keyframe xyz translations and rotations loaded in via MEL). The models and animation are quite simple and only last for 200 frames at the moment.

The problem I get is that after about 40 duplications maya starts to fall over and die eventually crashing into a pile of 0's and 1's and begging for mercy user added image

Is there a simpler way of doing this? maybe instancing? maybe referencing? or even dummy objects that are replaced at rendertime with the correct ones? or even using readArchive() from PRman to load up the animation at rendertime?

Please any help with this would be fantastic

user added image
Alan


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 2 10-07-2003 , 03:45 AM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
Looks like you may have answered that yourselfuser added image

Try Instancing your geometry to particles, and when you do so, there are simple ways to just watch cubes and/or lowres version(s) of your objects/characters then switch over to your full characters at render time.

Then try the Renderman thinguser added image


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 3 10-07-2003 , 01:20 PM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
i got it done! user added image

Just in case people hit this prob here's what I did:

Create a group with my skinned chacacter bones and all. Then instance the geometry only. Move the geometry outside of the group and then parent it to a locator. You can then key the locator to move around the scene whilst having your animation from the original character (e.g a walk cycle) still playing user added image

Fantastic
user added image

Alan


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 4 10-07-2003 , 01:52 PM
BabyDuck's Avatar
Subscriber
Join Date: Nov 2002
Location: USA
Posts: 1,170
that is a cool trick - did you try to test it with a few thousand instances ??

good luck for the project - time is running out slowly :p

# 5 10-07-2003 , 02:12 PM
Alan's Avatar
Moderator
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
ok i've done 200 and I'm gearing up for a big one (coupla thousand) but i need to make some changes first and then see if my c++ can handle it! user added image


Technical Director - Framestore

Currently working on: Your Highness

IMDB
# 6 10-07-2003 , 03:04 PM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
COOL M8!!!!!


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