Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

advanced morphing?
show user profile  Bolteon
so i'm wondering, what if someone wants to morph between two objects that dont have the same poly/vert count?

there has got to be some form of morphing via volume estimation that works well...


any light on the subject would be much appreicated.

-Marko Mandaric



read 789 times
1/22/2009 8:24:23 PM (last edit: 1/22/2009 8:24:23 PM)
show user profile  Error404
the way I've seen it done (morphing from one car to a different car, or other types of objects) was with a program called elastic reality, it's been discontinued along time ago though, but some people still use it, and it seems to be pretty good (at least when people who know what they were doing were using it). It's a 2d program though, so you'd just render out through the camera two times, once with each object in it, then morph them in elastic reality.

www.DanielBuck.net - www.DNSFail.com

read 782 times
1/22/2009 8:27:34 PM (last edit: 1/22/2009 8:28:56 PM)
show user profile  Kajico
there's a morpher node in Nuke for that kind of stuff.


(\/) (°,,,°) (\/) Woop woop woop!




read 777 times
1/22/2009 8:30:35 PM (last edit: 1/22/2009 8:30:35 PM)
show user profile  Bolteon
a 2d solution would be a back up...


i'd prefer this to be a 3d solution as we'll be rotating around the subject as it morphs. looks like i have a bit more work to do then previously anticipated.

-Marko Mandaric



read 772 times
1/22/2009 8:39:13 PM (last edit: 1/22/2009 8:39:13 PM)
show user profile  Error404
it'll probably be pretty tricky to do it completely in 3d, if there even is a real way to do it at all.

We did a few spots that had cars morphing into other cars, it was a combination of 3d and elastic reality. in 3d we did a deform lattice to take Car A's general shape and push it into Car B's shape. Then did the same thing with Car B, so that it started out in the rough shape of Car A, then stretched to it's original shape. Then rendered out both of them (stretching to fit the general shape of each of the other cars) then blended in 2d with more warping in elastic reality.

You can do some 3d matte passes on both cars to help out with the bezier blending, like an animated gradient with an animated noise pattern on it passing through the car.

www.DanielBuck.net - www.DNSFail.com

read 768 times
1/22/2009 8:46:21 PM (last edit: 1/22/2009 8:49:04 PM)
show user profile  reeves1984
Never done it or anything, but maybe it would be practical to do it with some kind of particle based system that is dense enough to be solid when on the surface of a car model, so you could camera map (or get colour per particle another way) a proper model on it so its close when you blend them to the proper one.

I dunno eh

--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 731 times
1/23/2009 5:06:08 AM (last edit: 1/23/2009 5:06:08 AM)
show user profile  maddog2002
you could also try:

1.- making a proxy mesh that can be easily morphed from the general shape of one car to the other, or several proxy meshes that can easily morph from the general shape of parts of the first car to the general shape of parts of the second car

2.- animate the morphing of the proxy meshes

3.- skin wrapping the parts / cars to this proxies going back and forth, for example: car A skin wrapped to proxy mesh at car A position, car B skin wrapped to proxy mesh at car B position, you would have both cars roughly deformed to the other car`s shape, and this gives you control over the level of detail of the proxy mesh

4.- render 2 sequences of the two cars following the proxy mesh deformation, car A morphin from A to rough shape of B, and car B morphing from rough shape of A to B

5.- then you can render out passes of this 2 animations, like object ID passes for example, to break the car in pieces, and use a comp program to outline and finetune the morph.

plus you would have the advantage of having the shadows ( depending on your light setup) project the morph.

this is some tricky stuff you are up to here mate...

you can also play with wipes and slicing some of the more fine parts, like grills and little pieces to ease the pain heh...

after effects has the reshape effect, with lets you rotoscope animated shapes and do morphs based on the animated splines

my 2 cents :) g-luck

read 696 times
1/23/2009 11:03:08 AM (last edit: 1/23/2009 11:03:08 AM)
show user profile  Bolteon
add to the above taking zdepth maps and using them as displacement over the outside cage cars and you have exactly what i came up with last night...


cheers guys, i'm all good to go... time to go shoot the back plates.

-Marko Mandaric



read 676 times
1/23/2009 12:48:59 PM (last edit: 1/23/2009 12:48:59 PM)
show user profile  killerbee2
Use thinking particles to morph between the 2 objects. You can do some pretty neat stuff with it.
Like have panels rotate and while rotating morph into the new object etc.




read 572 times
2/17/2009 11:57:28 AM (last edit: 2/17/2009 11:57:28 AM)
show user profile  Stianbl
Woah, Thinking particles lookes sweet! :)
http://www.youtube.com/watch?v=4TAaOBKFeb8


read 563 times
2/17/2009 12:02:32 PM (last edit: 2/17/2009 12:02:32 PM)
show user profile  Bolteon
okay, not gonna lie the thinking particles idea looks very feasible.

-Marko Mandaric



read 514 times
2/17/2009 10:49:18 PM (last edit: 2/17/2009 10:49:18 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org