Hey everyone!
I have been very busy with school and thesis lately, so I'm sorry I haven't been writing a lot on how it's all coming along. My Simulation Editor has been going through some major changes lately, and will be re-released soon for all to use. I have made it so that it can turn on and off the Bifrost fluids, and am fixing a bug that allows the user to ramp their effects.
As for the thesis work I plan to post some of my tests this or next week so keep an eye out for that. I am also getting my demo reel/technical videos polished up so that they can be posted here on my blog!
Thanks for visiting! :)
Showing posts with label Senior Thesis. Show all posts
Showing posts with label Senior Thesis. Show all posts
Wednesday, March 25, 2015
Monday, October 13, 2014
The Simulation Editor (Updated Version)
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| The Current Version of the Simulation Editor |
Here
is the most recent version of the Simulation Editor. As you can see there are
several new features that I have added to help the animators handle the effects
pipeline and animate the scene. Although
there is still more work that needs to be done, I can safely say that this tool
will be completed very soon.
As
mentioned in my previous post about the Simulation Editor, the first set of
options is made to enable and disable the dynamic elements in the scene. This
allows the animators to focus on the animation and to make adjustments in their
scene if needed, without the frustration of playback lag, disabling each
dynamic element individually, and uncertainty of which dynamic elements were
enabled or disabled. The previous version I made was not able to work with
nHair and Soft Bodies, however I have fixed that problem so now the Simulation
Editor is able to enable/disable all simulations in Maya.
The
other options of my Simulation Editor are methods to initialize/clear
initialize the states of fluid containers (which also works on Maya’s Ponds and
Ocean simulations), and to ramp nParticles and/or nCloth of a scene. I have
added an input box, which allows the user to put in the starting frame (though
this might change so that this will update automatically). However now I have a
new bug which refuses to ramp the nCloth, and nParticles which I am currently trying
to fix.
The
other features I have added include allowing the animators to change objects
into active/passive rigid bodies, passive colliders, and to create a new
nucleus for dynamics elements that can have one. The reasons for this is to
make the tool have all essential functions, and to create a new nucleus so that
not all dynamic elements have the same nucleus, so that if you are ramping only
an nCloth, you don’t accidentally ramp anything else. It still needs a few
adjustments but once it’s completed it’ll prove to be very useful for the
effects in the scene.
The
final feature that I have added allows users to easily bake and cache their scenes
when they are ready to render it. I added this to make the tool more holistic
to the animation pipeline.
There
are still more bugs to squash, and codes to write but it should be done in
about two weeks.
Wednesday, September 3, 2014
The Simulation Editor (Work in Progress)
One of the first tools I began making was a
simple Simulation Editor. The purpose of this tool is to control the dynamic
elements of the scene, to help animators with their workflow, and to initialize
the states of most simulations. Although this tool is not finished yet, it does
carry out most of its basic functions.
The first set of options on the Simulation
Editor is made to enable or disable most of the simulations in your scene. When
working with simulations, animators may experience a great deal of lag or slow
playback when reviewing the scene. Because of this, making adjustments to a
scene can be both a slow and frustrating process. The solution to this is to
turn off all of the dynamic properties of the scene, allowing animators to
scrub through the timeline, playback the scene, and make adjustments where
needed. You can do this in Maya already but the two methods Maya provides are
flawed. The first method is to select each dynamic element one at a time and
disable them individually, which is not only a slow process but it becomes
harder to keep track of which dynamic elements are off, and which are on. The
second method is to go to the menu bar and select Modify>Evaluate Nodes and
either hit Ignore All or Evaluate All, or select the dynamic elements
individually. This is also flawed however because Ignore All and Evaluate All
could turn on or off a node you didn’t want to touch. This also makes it hard
to keep track of what elements are already on or off or what in the scene need
to be turned on or off, and animators may forget to turn those nodes back on
before it’s too late.
With the Simulation Editor you can instantly see
if your simulations are enabled or disabled. It finds all of the dynamic
elements that are in the scene and turns them off.
It currently works for most simulations except
nHair and Soft Bodies but the end result will definitely be able to control
them as well.
The other options I added to the Simulation
Editor are methods to initialize/uninitialized the states of fluid containers
(it also works on ponds and ocean), and to ramp nParticles and/or nCloth of a
scene.

Here is a scene where there are many dynamic
elements. I used this to test out my tool. Let’s say we want to ramp the flag
(which is an nCloth) so it doesn’t start off looking stiff. You can ramp it by
playing the scene until you see a position you like and then select the flag.
Then by selecting the Ramp option on the
Simulation Editor, it makes a temporary cache of the flag, sets the start frame
at the negative value of where you selected, and adjusts the playback timeline so
that the simulation starts where you set it.
There is also a Reset Ramp option on the
Simulation Editor, which is added in case the animator made a mistake or wishes
to start the simulation earlier or later, currently does not work exactly
the way I had planned (I have a hard time deleting the cache) but
hopefully once the simulation editor is finished it will look like this:
Greetings
Hello! My name is Carl Gustafson, and this is my first blog! I am currently a senior at the Rochester Institute of Technology (R.I.T.), where I am getting my Bachelor of Science degree in Motion Picture Sciences. For my senior thesis, I am currently working as an effects technical director for two films:
I hope to some day work for a major studio and grow my skills as a technical director.
This blog will keep you up to date with what I am currently working on, my latest demo reel, how the films are going, and more!
- Krathong (directed by Gina Pidej)
- Fetch (directed by Cameron McKenzie)
I hope to some day work for a major studio and grow my skills as a technical director.
This blog will keep you up to date with what I am currently working on, my latest demo reel, how the films are going, and more!
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