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Surface Replicator and NLA Clips Question
Posted: 05 February 2014 05:54 PM   [ Ignore ]   [ # 16 ]
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Thanks tbwoq,
That technique sounds very promising and would be a great way to get my crowd to do the wave. Have you used it for anything?

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Posted: 06 February 2014 12:59 AM   [ Ignore ]   [ # 17 ]
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joeping - 05 February 2014 05:54 PM

Thanks tbwoq,
That technique sounds very promising and would be a great way to get my crowd to do the wave. Have you used it for anything?


Glad to help. Carrara doesn’t have any ‘constrain to’ or follow terrain features. So it can be difficult to animate moving across uneven terrains, especially with multiple objects or set formations.

I have only used this method in testing, but it works very well. Replicated copies appear to follow the deformer objects contours exactly. You can also preview the movements in real time using the Move tool(manipulator). No need to scrub the time line or final render to see the results.

I rarely see the assemble room magnet deformer used, probably because it doesn’t have any documentation. Victoria 4.2 figure uses this magnet deformer heavily in Carrara.

This method can possibly be used for things like insects crawling along a terrain or on a figure. Boats moving across an ocean with the waves or objects being diverted in path animations. Let me know if you need more info.

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Posted: 06 February 2014 09:14 PM   [ Ignore ]   [ # 18 ]
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I wish there was better documentation for Carrara, as it has become my preferred 3D program. I never realized that there where magnet modifiers in Carrara. Thanks for the tips.

I would like to thank everyone on these forums for their great help in using and understanding Carrara.

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Posted: 07 February 2014 09:02 AM   [ Ignore ]   [ # 19 ]
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joeping - I see where you want to go.

You might like to spend the time developing your own low poly people / replicated semi-unique walk loops as I explain here.
http://www.youtube.com/watch?v=cG55S3Lir4Q

I can get 32 unique characters (128-132 replicated) with 24 unique walk loops before Carrara on my 8GB machine starts to wobble.

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Posted: 07 February 2014 12:41 PM   [ Ignore ]   [ # 20 ]
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Another idea might be to actually set up each part of the terrain with its people on it in motion, and then replicate the whole thing, terrain chunk and all. Of course… this would only work in certain situations. But I’ve done that - just to keep the feet on the ground. I was using somewhat flat, outdoor terrains that could be sunk into the rest of the landscape, like I do in Woodlands and Underwater realms. Same principle but with moving people (creatures - Orcs, actually) on the terrain pieces. Then I’d add a few more odd individuals to help stir things up and make it look less repetitive.

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Posted: 07 February 2014 08:00 PM   [ Ignore ]   [ # 21 ]
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Thanks for the ideas and feedback.  I’ll have to try them with the ideas I had with today’s experiment.

This is another experiment with Carrara 8.5 Pro’s surface replicator.  This time is used 6 DAZ’s low poly knight figures to create 50,000 battling knights using Carrara 8.5 Pro’s surface replicator. And threw in a few dragons.  I was amazed of how simple it was to create (about a half hour from idea to final render) , I love Carrara.

See a stereoscopic 3D version on 3dvisionlive.com here!
Thanks for looking.

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Posted: 08 February 2014 11:29 AM   [ Ignore ]   [ # 22 ]
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Hey please let me know when that PySwarm is ready!

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Posted: 09 February 2014 06:26 PM   [ Ignore ]   [ # 23 ]
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View the animation on YOUTUBE.COM by clicking here.
This is another experiment with Carrara 8.5 Pro’s surface replicator.  This time is used 2 DAZ Genesis Figures and 2 DAZ Skeleton figures to create 1,500 battling knights using Carrara 8.5 Pro’s surface replicator. The figures used Poser Mocap’s Swordplay Volume One aniblocks and the Dragon uses Mill SubDragon Animation Max Set ( http://www.medhueanimations.com/products/subdragon-animation-presets ).

There are still lots of problems, but I am think its a step in the right direction.
What do you think?

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Posted: 10 February 2014 02:23 PM   [ Ignore ]   [ # 24 ]
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I am starting to think using movies as shaders on camera pointing planes, instead of objects, with the surface replicator may be the easiest way to create animated crowds without a hit to the processing requirements.

I really need to learn Pyswarm.  Adding movies as shaders in Pyswarm may also be an easy way to add animations to Pyswarm objects.  Has anyone tried this?

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Posted: 10 February 2014 02:42 PM   [ Ignore ]   [ # 25 ]
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joeping - 10 February 2014 02:23 PM

I am starting to think using movies as shaders on camera pointing planes, instead of objects, with the surface replicator may be the easiest way to create animated crowds without a hit to the processing requirements.

I really need to learn Pyswarm.  Adding movies as shaders in Pyswarm may also be an easy way to add animations to Pyswarm objects.  Has anyone tried this?

Billboards can be great, but as with most shortcuts there are some limitations to keep in mind. You will be limited in some of your camera movements, the lighting on the figures in the movie files will need to be consistent with the scene lighting, you won’t be able to use shadow buffers if you want a soft shadow look.

Some advantages to the billboards would be to use a single poly plane for the image map. If you render your figures’ movement for the billboard movie, you can render it with an alpha channel and if the video or image sequence supports alphas, you won’t need to render a mask, as an image map with transparency in the color channel is respected. It is also respected in the glow channel which is another place I would put it. Makes lighting a bit easier.

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I find it somewhat liberating not to be encumbered by accuracy.

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Posted: 11 February 2014 08:34 AM   [ Ignore ]   [ # 26 ]
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View the animation on YOUTUBE.COM by clicking here.
Thanks for all the feedback and comments. 
EvilProducer is right that the biggest drawback to using planes with video is camera moves, so I continued using objects with NLA clips and the surface replicator for this experiment.

This is another experiment with Carrara 8.5 Pro’s surface replicator.  This time is used 2 DAZ Genesis Figures and 2 DAZ Skeleton figures to create 5,000 battling knights using Carrara 8.5 Pro’s surface replicator. The figures used Poser Mocap’s Swordplay Volume One aniblocks and the Dragon uses Mill SubDragon Animation Max Set (http://www.medhueanimations.com/products/subdragon-animation-presets).

Thanks for looking.

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Posted: 11 February 2014 06:01 PM   [ Ignore ]   [ # 27 ]
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In a Mark Bremmer tutorial, the one where he’s using a plane with an alpha map as a planet’s atmosphere, he adds a modifier to the plane to “point at” the camera. This is also how we get sprites (planes with an image map) to work as particles.

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Posted: 12 February 2014 01:43 AM   [ Ignore ]   [ # 28 ]
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Thanks for the information.
Marks tutorials look awesome.

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Posted: 12 February 2014 04:05 AM   [ Ignore ]   [ # 29 ]
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Lord of the rings 2

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Posted: 12 February 2014 08:59 PM   [ Ignore ]   [ # 30 ]
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View the revised animation on YOUTUBE.COM by clicking here.

The great people over at CarraraTors, for Carrara Animators ( http://bond3d.wix.com/carrarators#!home/mainPage ) wanted to use my last experiment on their website, so I put a few experiments together to thank them for their insights and inspiration.  I would also like to thank everyone on this Board for putting up with my annoying questions.

These are a few experiments with Carrara 8.5 Pro’s surface replicator.  Using 2 DAZ Genesis Figures and 2 DAZ Skeleton figures to create 5,000 battling knights using Carrara 8.5 Pro’s surface replicator. The figures used Poser Mocap’s Swordplay Volume One aniblocks and the Dragon uses Mill SubDragon Animation Max Set (http://www.medhueanimations.com/products/subdragon-animation-presets).

Thanks for looking.

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