Factory Construction
#1
https://youtu.be/UIfYbPauqLQ
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#2
Very cool man. 
I personally wouldn't make material transition, or at least, I wouldn't  start with white mat, but that's personal taste, I guess. 

Anyway... great!
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#3
(07-04-2019, 11:13 PM)d4rk3lf Wrote: Very cool man. 
I personally wouldn't make material transition, or at least, I wouldn't  start with white mat, but that's personal taste, I guess. 

Anyway... great!


Thanks. I wonder what you would do?
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#4
(07-07-2019, 11:48 AM)Borzacch Wrote: Thanks. I wonder what you would do?

Not changing material at all, maybe? 
Maybe only visibility change you already have, is enough. 

But then again, it's just a personal taste. 
You did great job.
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#5
pss. here continuation\

https://youtu.be/iSEIYEBBGKo


decided to leave everything as is. Now I am thinking about how to implement infographics. =)
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#6
Wink 
I also would not trade material. use opacity only.

Congratulations on work.  Smile
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#7
Cool animation =).

What's the general principle in creating this style? Is it like reverse fragmentation?

At a guess - Are you splitting the geometry into multiple objects, assigning a particle to each object and then scaling them using some sort of gradient or animated gizmo?
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#8
(08-04-2019, 04:36 AM)Jixal Wrote: Cool animation =).

What's the general principle in creating this style? Is it like reverse fragmentation?

At a guess - Are you splitting the geometry into multiple objects, assigning a particle to each object and then scaling them using some sort of gradient or animated gizmo?


In fact, everything is very simple. I am separating objects into elements by Birth Shape. And then simple colliding plane. No gradient to scale. Just two keyframes in scale operator. And thats all. =)
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#9
Cool! Thanks for the reply, I'm very new to particles systems like this. Will have a go with these operators when I get a chance.
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#10
(08-05-2019, 08:52 AM)Borzacch Wrote: In fact, everything is very simple. I am separating objects into elements by Birth Shape. And then simple colliding plane. No gradient to scale. Just two keyframes in scale operator. And thats all. =)

Nice work, I like it very much.
Im actually doing a stadium animation where I need to animate the construction phase, too bad Im using external render farms and thus cannot use TyFlow...
Ill try to come up with an alternative method with the built in max features, if anyone has some ideas please do share Smile
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#11
(09-04-2019, 09:18 AM)Cyrille Wrote:
(08-05-2019, 08:52 AM)Borzacch Wrote: In fact, everything is very simple. I am separating objects into elements by Birth Shape. And then simple colliding plane. No gradient to scale. Just two keyframes in scale operator. And thats all. =)

Nice work, I like it very much.
Im actually doing a stadium animation where I need to animate the construction phase, too bad Im using external render farms and thus cannot use TyFlow...
Ill try to come up with an alternative method with the built in max features, if anyone has some ideas please do share Smile

Why don't you bake Tyflow, and use that on farm'?
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#12
(09-04-2019, 09:18 AM)Cyrille Wrote:
(08-05-2019, 08:52 AM)Borzacch Wrote: In fact, everything is very simple. I am separating objects into elements by Birth Shape. And then simple colliding plane. No gradient to scale. Just two keyframes in scale operator. And thats all. =)

Nice work, I like it very much.
Im actually doing a stadium animation where I need to animate the construction phase, too bad Im using external render farms and thus cannot use TyFlow...
Ill try to come up with an alternative method with the built in max features, if anyone has some ideas please do share Smile

You can use Data Channel modifier. But it is VERY slow method.
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