bullet time effect
7914 10 0- csp
- Member
- 230 posts
- Joined: Oct. 2009
- Offline
How is it possible to pause a simulation as the time keep running in order to create a bullet-time effect?
I have applied a hip file where is a plate with Y+ velocity which breaks into several pieces and I want to freeze the time when the pieces are still on the air and the camera moving through them.
thanks in advance
I have applied a hip file where is a plate with Y+ velocity which breaks into several pieces and I want to freeze the time when the pieces are still on the air and the camera moving through them.
thanks in advance
- Mario Marengo
- Member
- 941 posts
- Joined: July 2005
- Offline
- mawi
- Member
- 242 posts
- Joined: Jan. 2008
- Offline
i9089303I think it´s easier to rop out the geo and then manipulate what is being reed back in.
How is it possible to pause a simulation as the time keep running in order to create a bullet-time effect?
I have applied a hip file where is a plate with Y+ velocity which breaks into several pieces and I want to freeze the time when the pieces are still on the air and the camera moving through them.
thanks in advance
EDIT..
To slow.
Edited by - Sept. 14, 2010 15:45:05
- csp
- Member
- 230 posts
- Joined: Oct. 2009
- Offline
- graham
- Member
- 1906 posts
- Joined: Nov. 2006
- Online
I'd also most likely go the method of manipulating the simulated geometry in SOPs, but just for something slightly different there is a way you can actually “pause” a simulation.
DOPs is all about data and the simulation engine only knows about how to solve each object it processes by it's Solver data. So if you delete that data it doesn't see a need to solve it.
In the attached file I have a bunch of objects falling down. However, I decided I wanted to pause it at frame 31 and resume at frame 51. All I've done is throw down a Delete DOP and modified the activation to work during that range and to delete the Solver data from all the objects. Once frame 51 comes around the object no longer deletes that data and the simulation carries on like it never even stopped.
DOPs is all about data and the simulation engine only knows about how to solve each object it processes by it's Solver data. So if you delete that data it doesn't see a need to solve it.
In the attached file I have a bunch of objects falling down. However, I decided I wanted to pause it at frame 31 and resume at frame 51. All I've done is throw down a Delete DOP and modified the activation to work during that range and to delete the Solver data from all the objects. Once frame 51 comes around the object no longer deletes that data and the simulation carries on like it never even stopped.
Graham Thompson, Technical Artist @ Rockstar Games
- Mario Marengo
- Member
- 941 posts
- Joined: July 2005
- Offline
- csp
- Member
- 230 posts
- Joined: Oct. 2009
- Offline
- csp
- Member
- 230 posts
- Joined: Oct. 2009
- Offline
- graham
- Member
- 1906 posts
- Joined: Nov. 2006
- Online
There was a bug recently the was causing files from recent builds to crash upon load in older builds. If you update to a recent build you should be able to open the file and the bug should also be fixed.
To delete the Solver data, you just need to add a Delete DOP, set the Object Group to * or whatever specific objects you want, toggle off Delete Objects and then put in Solver into Delete Data.
To delete the Solver data, you just need to add a Delete DOP, set the Object Group to * or whatever specific objects you want, toggle off Delete Objects and then put in Solver into Delete Data.
Graham Thompson, Technical Artist @ Rockstar Games
- csp
- Member
- 230 posts
- Joined: Oct. 2009
- Offline
- john_z
- Member
- 45 posts
- Joined: June 2009
- Offline
Hi all,
another solution (a little less elegant) might be to use a Dynamics Chop (in Cached mode) to get simulation data and a Warp Chop to modify simulation time.
I've attached a couple of example files:
If chop isn't working go to sphere_chop -> chopnet1 -> dynamics1 -> update.
Inside the chopnet the warp_rate_channel controls the warp.
another solution (a little less elegant) might be to use a Dynamics Chop (in Cached mode) to get simulation data and a Warp Chop to modify simulation time.
I've attached a couple of example files:
If chop isn't working go to sphere_chop -> chopnet1 -> dynamics1 -> update.
Inside the chopnet the warp_rate_channel controls the warp.
-
- Quick Links