Update Two

Following the creation of my 3D assets I could begin to animate them within Cinema 4D.
As most scenes had already been created for my animatic, I could re-use them and focus on making the animations happening on screen as visually pleasing as possible.

To add a sense of dynamics and give the impression the 3D models were inhabiting and interacting correctly within their 3D environment I added a number of small details.

The first scene in need of this was when the vehicles entered to clear the trees. To give the trees a sense of realness, I wanted a trail of leaves to appear as the bulldozers pushed them away. To do this I added a cloner object to the back of every bulldozer and set its emit time to match when it starting pushing its first tree. I could adjust the variation in rate and direction at which they were emitted meaning every trail could be unique.

leaf-cloner


 

The next task was to create rope dynamics that would shown interaction between the watch parts and the vehicles that were delivering them. This was achieved by creating a spline and subdividing it to level 25. I could then add hair constraint tags to the points at either end of the spline and pin these to different objects (i.e. between the vehicle and the watch part). I could then add hair dynamics, giving the illusion of a wire.
Adjusting the hair dynamics, I could edit settings such as the wires rigidity or elasticity, depending on how I wanted it to look. To make this spline visible I needed to add it to a loft nurbs object and group it with a circular spline of 2cm radius.

vehicle-wires


 

Finally I wanted to design a way for the Vehicles to grow out of the watchmakers table. Rather than using plugin such as xbreaker or thrausi, I opted to make it using in-software methods. This involved slicing up a plane object using the knife tool, so that it resembled a cracked floor and disconnecting all of the polygon faces. I then added dynamic tags to all the individual elements so they could break upon collision with another object. This meant I could add a transparent cube with a dynamic tag to the top of every vehicle and the result was the illusion of it breaking through the plane object.
I could then add a cloth surface to the plane and bump it out so the plane became 3D, meaning it would also break into 3D chunks.

cracking-floor

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