Re: My current project 2004-01-30 - By LST_5@(protected)
Back ?--- In Carrara@(protected), "MD" <mike_delaflor@(protected)> wrote: > > very nice work. looks well modeled. did you use the vertex or spline > modelers? how did you do the ground?
I used the vertex modeler for almost all the parts of the tank I think. I did the ground (if you mean the general terrain) by painting a grayscale image in Photopaint and then importing it into the terrain modeler. Then I put an infinite plane on the ground plane to get some flat places on the terrain, and I used the same flat mapped shader for both and set the bump mapping space set to "global".
> it looks like the tracks are made of individual parts. how do you > plan to animate the tracks?
I had to think about how to animate the tracks for a long time, what I ended up doing was animating each piece individually (there are 80 per side). Now I know that sounds totally insane, but it's not as bad as all that, before I started animating I arranged all the track pieces around the gears and wheels on one side of the tank (left the other side with no wheels, tracks or anything). Then I grouped the sprockets and wheels into one group, and all the track pieces into another, and then grouped the wheel group and the track group into another group which I linked to the body of the tank. (The reason for that was once you group something in Carrara it's animation data is defined relative to the group, not the world) so then I would only have to animate one side and the duplicate with symmetry for the other. Ok, so one to the interesting part. To animate the tracks I simply started by rotating the both front and back gear forward EXACTLY one cog, and then moved every section of track forward to the place the one ahead of it was. Then what I had to do was play with the keyframes and tweeners, I set the tweener for every section of track to oscillate 20 times (the max, more would have been nice) in the triangle shape with 100% dampening and 100% up phase. So what I ended up with is the gears and every section of track moving forward together perfectly, and then jumping back to there original position invisibly. Then I just duplicated/mathematically scaled that sequence to achieve the desired speed and travel distance. Simple eh? :o) If people are really interested to see exactly how it all works I might consider uploading the .car file for anyone to take a look at, it's a huge file though.
> it may be easier on animation time to map the track detail on to a > simple, one piece model of the tracks.
Yeah, I may try that yet, although the render time didn't seem to take that big of a hit really, nothing really noticeable, mind you, full raytracing is pretty rockin' fast compared to GI or HDRI.
Sincerely, Leviathan
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