Difference between revisions of "Dynamic Simulations"

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(active / save)
(Dynamic Constraints: prexisting inactive)
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# Make as many models inactive as you can (frame 0). Usually this will be all but one. This makes the simulation faster.
 
# Make as many models inactive as you can (frame 0). Usually this will be all but one. This makes the simulation faster.
 +
## It is a good idea to first make a pws filter on the word "Active", and note any objects that are currently set to inactive anywhere.
 
# Set the rigs dynamic settings to be uniform from frame 0 to the end of the scene.
 
# Set the rigs dynamic settings to be uniform from frame 0 to the end of the scene.
 
# Turn off Draw Particles/Hair unless hair needs to be simulated too.
 
# Turn off Draw Particles/Hair unless hair needs to be simulated too.
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## Resimulate if needed.
 
## Resimulate if needed.
 
# If there are two or more characters to simulate make the current one inactive and activate the next one. Repeat the process.
 
# If there are two or more characters to simulate make the current one inactive and activate the next one. Repeat the process.
# When all characters are simulated, remove any active channels you created from the model's choractions.
+
# When all characters are simulated, remove any active channels you created from the model's choractions, and restore any preexisting active states.
 
# Save the choreography.
 
# Save the choreography.

Revision as of 10:45, 26 March 2007

Dynamic Constraints

Some characters in TWO have Dynamic Constraints as part of their rig. Scarecrow's belt and hat, Woots belt, are two examples.

Here is the current procedure to prepare a scene for rendering so the the dynamics will be correct.

  1. Make as many models inactive as you can (frame 0). Usually this will be all but one. This makes the simulation faster.
    1. It is a good idea to first make a pws filter on the word "Active", and note any objects that are currently set to inactive anywhere.
  2. Set the rigs dynamic settings to be uniform from frame 0 to the end of the scene.
  3. Turn off Draw Particles/Hair unless hair needs to be simulated too.
  4. Got to frame 0 and right click the choreography and choose Simulate Spring Systems.
  5. Check the animation from ten frames before scene start to ten frames past (usually 90 to 110).
    1. If the animation jumps this might cause the simulation to jump. The animation before scene start may need to be adjusted.
    2. Resimulate if needed.
  6. If there are two or more characters to simulate make the current one inactive and activate the next one. Repeat the process.
  7. When all characters are simulated, remove any active channels you created from the model's choractions, and restore any preexisting active states.
  8. Save the choreography.