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View Full Version : Vibe tip #3 (medium)



Andrea
08-03-2002, 06:40 AM
There are a lot of way to make a bouncing ball, this is a fast and easy way.
1) Build a sphere in according with my [A ref.] and move it so that bottom point is on zero (x=y=z=0) [B ref.]
2) Build an effector in zero (x=y=z=0) and then link the sphere to effector [B2 ref.].
3) Selected sphere and open link window, setting pivot point at bottom [C ref.] and enable "inherit scale" [D ref.].
4) Select the effector, add keyframe and move effector at last position. (This is the orizontal component of motion).
5) Open project window, toggle on frame display then search "Position" channels of effector.
6) Select all cells of y channel and set a jolt vibe effect with my data [E ref.] (This is the vertical component of motion). The problem is that this last value change from negative to positive value, we can rimediate.
7) Select all cells of y channel and set a fill constant vibe effect with value @# [F ref.]; this transform every values with absolute values.
8) Search "Y scale" channel of sphere, select all cells of y channel and set a jolt vibe effect with my data [G ref.]. This is a the ball deformation.
9) Copy every value of "Y scale" channel of sphere, fill entire channel with 1.0, select frame to 3th at last frame then paste your "scale data". This is right delay of physics effect.

10) Try your animation.

Andrea
08-03-2002, 06:43 AM
Post tip.
Since you have enable "inherit scale" for the ball (effector children), you can set y scale value for effector, and not for the sphere.


This is a test of Vibe tip #3.

PS
Quicktime (5.0) files are compressed with zip.

Andrea
08-03-2002, 07:18 AM
You can manipulate altitude channel with square function (or square root) for simulate an accurate physics effect.

Andrea
08-04-2002, 05:27 AM
This is only a way to make a bouncing ball, of course; there are at least five way to make a bouncing ball.

1) Draw your motion path with bezier curve in quad view [EI windows]; (see dvG toolkit tutorial).

2) Draw your motion path with envelope in the "Function curve editor" [you can also save, export & import envelope curve]; (there is a good tutorial called "Physics Tutorial", you can find it at 3dny.org site, I think).

3) Define your motion path with Vibe control.

4) Script motion path with maths function in Mathematica or Excel, then load in EI this data.

5) Draw motion path with your CAD or Modeler, use Pathfinder plug-in or work on this data with my "Data editing tip #1" then load in EI this data.