The first launch- telling a story using simulation
Work delivered: crowd simulation, smoke simulation, rendering, composition
Tool: Maya, Golaem plug in, After effects, Adobe Premiere
Audio reference: https://www.youtube.com/watch?v=zRGeLQkWuYk
The demo is made in my technical animation course in Carnegie Mellon. The assignment is to using existing simulation to create scenes that tell story. Crowd simulation using Golaem plug in is used to generated the population. The smoke simulation is using a fluid 3D container in Maya.
Total render time is around 16 hours. The rendered image sequence is later edited in Adobe premiere.
Tool: Maya, Golaem plug in, After effects, Adobe Premiere
Audio reference: https://www.youtube.com/watch?v=zRGeLQkWuYk
The demo is made in my technical animation course in Carnegie Mellon. The assignment is to using existing simulation to create scenes that tell story. Crowd simulation using Golaem plug in is used to generated the population. The smoke simulation is using a fluid 3D container in Maya.
Total render time is around 16 hours. The rendered image sequence is later edited in Adobe premiere.
Crowd simulation:
Procedure: Create an entity type choosing from the existing character package -> create terrain-> Populate and place the particles-> Edit behavior logic -> Export simulation -> Render
Following the guideline of using the Golaem tool. First try with different distribution of smaller amount of crowd and try out different distribution and create as reference file. Then referenced inside the stadium file to populate a larger amount.
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Wave dance behavior logic:
Starting motions are either sitwatching or standwatching randomly, and the wave motion will be triggered on the sitwatching people by a plane’s position.
Starting motions are either sitwatching or standwatching randomly, and the wave motion will be triggered on the sitwatching people by a plane’s position.
Smoke simulation:
Procedure:
- Set up a fluid 3D container in Maya scene
- Create smoke emitter
- Auto resize the container to fit according the smoke is releasing
- Adjusting emitter emission direction, speed, content details and dynamic simulation parameters to form a proper simulation of rocket launching
- Try out different shading for the smoke using Incandescence and opacity
- Render sequence of the simulation animation
Some thoughts:
- All the simulation sequences rendered from Maya Arnold are imported into Adobe Premiere for video editing
- Creating a story using simulation, the simulation should be able to help describe the situation and it should fit with the reality.
- Knowing how to adjust the parameters to achieve the correct simulation is sometimes hard and time consuming if we don’t know the usage of each parameter.
- Rendering time for simulation in Maya takes around 4 hours for 240 frames. And shading might looks different from viewport and from render view.
- There are a lot of maya simulation tools on the market for artists to explore and create the effects they want.
Some difficulties facing:
- For crowd simulation, in order to improve some unreasonable placement, we could test it out smaller amount of population at the stadium and to avoid mesh colliding together, adjust the population noise parameter to lower, so there’s less randomness.
- As for crowd simulation rendering problem that some of the material is missing and resulting yellow material on the crowd, we could try out to map the original material on manually or try different version of the plug in software.
- Golaem plug in could do a good job in wider shot, however, a closer shot might reveal some incorrect mesh placement.