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How would you approach this?
show user profile  Manolo
Hi Dudes,

Basically I have to wrap the celophane envelope around this candy bar. I'm thinking on bend for the main folds, then by hand to press the extremes together.
I'm afraid it can look too mechanic. Any suggestions?


Thanks, cheers,

Manolo


read 350 times
8/31/2010 9:36:19 PM (last edit: 8/31/2010 9:36:19 PM)
show user profile  Nik Clark
Cloth?


Click here to send me an emailClick here to visit my websiteClick here to visit my photo gallery on Flickr

read 349 times
8/31/2010 9:36:43 PM (last edit: 8/31/2010 9:36:43 PM)
show user profile  Bolteon
cloth sim rendered in reverse.



-Marko Mandaric


-------------------------------------------
. : m a r k o m a n d a r i c : .
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read 338 times
8/31/2010 9:40:00 PM (last edit: 8/31/2010 9:40:00 PM)
show user profile  ScotlandDave
I`d probably for quickness rig up each major fold with bones and create final morph targets for the ends and additional deformations..




Old Portfolio Madness

read 331 times
8/31/2010 9:45:25 PM (last edit: 8/31/2010 9:45:25 PM)
show user profile  reeves1984
if you need to be specific cloth could be a massive ball ache... Though its a good plan. I'd say manually with shape/targets whatever it's called in max and procedural deformation.

--


www.LemonGood.tv

www.simonreeves.com - freelance artist
twitter


read 331 times
8/31/2010 9:50:40 PM (last edit: 8/31/2010 9:50:40 PM)
show user profile  Manolo
Thanks guys for the quick answers.

I'm going to explore cloth although I've never used it before. If It gets tricky, then I'll try bedn or bones and morph...

Cheers,

Manolo
read 325 times
8/31/2010 10:13:33 PM (last edit: 8/31/2010 10:13:33 PM)
show user profile  Manolo
Well, It's a ball buster actually given my questionable animation skills

1. I tried with reactor cloth, glued one row of one of the wraps' end vertex to the bottom of the candy, the other end to a pre-animated dummy who enveloped the candy. Wild behavior and too-clothy results.

2. I tried cloth mod., Also got unrealistic looks -and cloth tends to ignore collisions-. Bolts, did you have any specifics in mind?

*** tired ***

Now I'm going for the bones. Simon, what's procedural deformation?


Any other suugestions anyone?

Cheers,

Manolo





read 286 times
9/1/2010 6:34:14 AM (last edit: 9/1/2010 6:34:14 AM)
show user profile  Manolo
This is the 1st approach's outcome.
http://www.youtube.com/watch?v=rXSNrBy97RI

Bones for the 1st wrap, morph for the 2nd deformation. Still in need of advice, since there's a good chance my client will ask for a much finer tunning.

Cheers,

Manolo
read 264 times
9/1/2010 6:54:50 PM (last edit: 9/1/2010 6:54:50 PM)
show user profile  IBENEZ21
Morpher!
Photobucket

http://www.thunderheaddesign.com

read 246 times
9/1/2010 9:24:06 PM (last edit: 9/1/2010 9:24:06 PM)
show user profile  ScotlandDave
There`s a number of things you could do to improve it:

Think about what the animation is trying to say - essentially it should look like the bar being unwrapped but in reverse, so think of the wrapper peeling back rather than just linear bone movements.

The pressed ends are too thick i`d improve the morph target for that, possibly working in reverse ie the mesh`s initial state is fully wrapped around, then apply bones/weights, move bones into `unwrapped` position and animate from there. Also would add bump/displacement for the ribbed ends. The final model itself looks like a pretty vague representation of the real thing.

The morph animation could look better if it started while the bones are still moving and end when the bones reach the final position - rather than bones then morph.

Other ideas like animated displacement, even just turbulent noise, to improve the texture of the surface.

Remember that once the whole thing is textured and nice and shiny, it`ll hide a lot.




Old Portfolio Madness

read 244 times
9/1/2010 9:29:03 PM (last edit: 9/1/2010 9:30:47 PM)
show user profile  Dr. Jim
Did something kinda like this way back to animate a paper airplane being made.
Use the unwrapped flattened wrapper folds as a guide to make a somewhat dense mesh
Then use bones to rig it at all the right places so it can fold.
Animate bones combined with some specifc mesh selected noise mods.

Thats the direction I would go in first,...and quickly....
read 239 times
9/1/2010 9:42:21 PM (last edit: 9/1/2010 9:42:21 PM)
show user profile  killerbee2
morph targets, flex and noise




read 226 times
9/2/2010 12:13:45 AM (last edit: 9/2/2010 12:13:45 AM)
show user profile  IBENEZ21
This was completely done with Morph Targets...

Photobucket

http://www.thunderheaddesign.com

read 220 times
9/2/2010 12:27:47 AM (last edit: 9/2/2010 12:29:25 AM)
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