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Building constrution animation


mibs_studio
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Hi there.... its been a while i`m searching for this kind of animation. The situation is like this, there is an empty space, suddenly a piece of concrete come out from ground, and then peice by piece tiles flipping covering the floor, the wall appear, piece by piece glass appear. one by one column begin to join with column, piece by pice wall tile covering the wall... until the building complete.... the question... how to do the piece by piece flipping animation for the tiles?

 

 

example : www.uniform.net

there a project called Lake Shore, thats is a good example

or simply go to:

http://www.vismasters.com/FORUMS/ShowPost.aspx?PostID=841

 

Thanks for advance

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very very very good animation!!!!

 

if you know what your doing in max, then yeah, it's not that hard (talking about the animation it self), but it is extremely complex and you need to keep head and be very focused.

 

Ok, the basic principle of the flipping concrete slabs:

1. You only animate one object and then instance them over and over so they cover the whole are where you want them, at this point they all flip over at the same time, then you just move the key frames for each single object along the time line (selecting all except the first one, moving key frames, de-selecting second one, moving key frames, deselecting&moving, deselecting&moving, and so on)

 

2. The animation of the first object, here you move the pivot to one of the edges, and rotate on the corresponding axis. then you animate the visibility so that it is only visible when flipping. You also might want to adjust the ease-in and ease-out of the flip within the track view editor

 

 

Hope you understood that ;)

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That sounds time consuming.

 

I saw the same animated process happening on numerous objects: The tiles laid over the foundation; the yellow building in the background; the windows and so on.

 

I'm thinking that if you have a look through max script, which doesn't seem particularly complicated, you may be able to write a script to deal with that kind of animation. Then simply apply the same script to each group which requires that effect.

 

for instance if you have a bunch of objects nested within a group, then you number them 0 - X, you could write a script which performs the neccessary translation on each object in order with an appropriate offset on the timeline.

 

Then rather than animating the whole thing "by hand", you could simply apply the script as a tool, which you could add to your script library for future animations.

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well that's great to hear.

 

It means there's a market for me to write this script and then sell it to all you guys :D

 

I'm going to go get a pencil and start coding.

 

 

Ughhhh,ok...can i just pay you to teach me how to do scripts,so i can make my own and do business like ur doing now...wehehehehe.am serious...i wanna learn that thing.:D

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I'm getting stuck into it now.

 

The syntax is playschool :D

The object referencing system is really simple - much easier than say, flashAS

 

I think the area of difficulty, is as you mentioned controling events along the time line and setting an event to occur in a specific frame. It doesn't look too hard though, I think it's been adapted for designers rather than programmers.

 

The maxscript user refference manual is BY FAR the best starting point. I would go through that from start to finish before browsing the web for resources if I were you.

 

That's what I'm doing anyway.

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Wow, great suggestion from all of you. Thanks a lot. Its been a while i didnt come to this thread. I`ve got toothache!! Aoouuchhh!!

 

I dont have any formal education in 3d, so thats why some of problem mostly regarding animation bother me a lot... all of you are my Guru!!

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