1 Tutorials LightWave 3D Animating Blood Cells Qua Jan 26, 2011 2:37 am
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by Mark Doyle |
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Ok this was pretty simple to set up (well for the first time it worked how I imagined!!!!) I modeled the blood cell in reference to Adrian's tutorial (modified slightly to suit my needs.) Everything else was done in layout. Most of these settings are the same as Adrian's except with a bit of motion. Under the backdrop color panel go back into the texture environment and create two envelopes for scale and position. These values should give the right effect: <table align="center" border="1" cellpadding="5" cellspacing="0" width="300"> <tr> Scale </tr> <tr> <td width="33%"> </td> <td width="33%">Frame 0 </td> <td width="33%">Frame 30 </td> </tr> <tr> <td width="33%">X </td> <td width="33%">750mm </td> <td width="33%">780mm </td> </tr> <tr> <td width="33%">Y </td> <td width="33%">0 </td> <td width="33%">0 </td> </tr> <tr> <td width="33%">Z </td> <td width="33%">0 </td> <td width="33%">0 </td> </tr> </table> The post behaviour was set to Oscillate. <table align="center" border="1" cellpadding="5" cellspacing="0" width="300"> <tr> Position </tr> <tr> <td width="33%"> </td> <td width="33%">Frame 0 </td> <td width="33%">Frame 60 </td> </tr> <tr> <td width="33%">X </td> <td width="33%">0 </td> <td width="33%">-500mm </td> </tr> <tr> <td width="33%">Y </td> <td width="33%">0 </td> <td width="33%">0 </td> </tr> <tr> <td width="33%">Z </td> <td width="33%">0 </td> <td width="33%">-100mm </td> </tr> </table> The post behaviour was set to Linear. Once the cells are animating they will look like they are floating in thin air. To give the environment some sort of atmosphere/fluid effect, create a fog with following values under the volumetric tab in the effects panel. That's the environment, now onto the animation of the cells. Go to the items tab at the top and select Add> PFX> Add Particle Emitter (from the left hand menu) and change the name to Blood_Emitter,. Choose HV Emitter and then click ok. Still under the items tab select the Move tool from the left ("t" on the keyboard) and move it 16m along the z -axis. Open the object properties panel for the emitter and double click the FX_Emitter option under the geometry tab. Type in the following values to get a random motion for the particles. This is what the blood cells will animate like but the actual objects won't be added in till the end to prevent the pc slowing down too much. Just for effect put in another emitter to create small skin-like debris to give the blood a more "thicker" feel. Move this 16m along the z-axis too. Call this one Debris_Emitter (or whatever you like) and go into the object properties once again and click on the FX_Emitter option under the geometry tab. This motion will be slightly different from the Blood emitter since the small debris are smaller in weight and size so you should give them a slower movement (to make it look as though they haven't got as much weight behind them) The following values will roughly give the right effect. The last thing to do with the animation of the particles is to give the impression that they are bouncing off one another and the blood vessels walls. To do this it is best to set up four collision objects for the blood particles to strike against. Go to Add>PFX>Add collision effector, and change the name to "Top_Wall". Move this roughly 6 m on the y-axis and go into open the properties for the object. Again select the option called "FX_Collision" under the geometry tab for the object and change it's type to plane. This will create an invisible wall, which will stretch to as far as is needed. Make sure the Check box "InSide" is ticked (which turns the effector to basically face in the opposite direction) also change the mode to bounce, put the bounce power up to 200% and give it a friction of about 0.5. The results should look like below Now make another 3 of these (or even just make 3 clones) but change the position in the world. Put one at the bottom 6m on the y-axis and the other 2 at 8m and -8m on the x-axis. Rotate the ones on the axis to face in the right direction and if the collision doesn't look right or is facing the wrong direction then just tick, or untick the InSide option in the FX_Collision property. Now put the camera in a position where you would like to view the animation. For the debris emitter a HyperVoxel texture will be applied. Bring up the volumetric window (ctrl F6) and add a HyperVoxel. Open the properties of the Hypervoxels and double click on the Debris Particle emitter to activate it. Here are the rough settings, which can give the right effect. To get the blood cell to link with particles use the FX linker (FX Linker) after loading the blood cell object, which you have previously modeled. For good results use the following values, but have a mess about to see what you like. (Make sure you save before you do this so you don't have to delete all the objects from the scene, just reload it for quickness) Now render and enjoy! Any probs just mail me Mark Doyle Email: [Tens de ter uma conta e sessão iniciada para poderes visualizar este link] |