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Advanced and Experimental 3D computer Animation Techniques Project 2

Experimental Unit – All Experiments pt3

Flame Burst During Dodge – Voronoi Fracture Experiment

In this clip, I explored how to make the character burst into flames mid-dodge using an Alembic mesh generated in Cinema 4D with a Voronoi Fracture.

  • Method:
    • Created a fractured mesh to simulate the character’s body breaking apart into fiery shards.
    • Attempted to have the flames move back toward the character, creating a dynamic flare effect.
  • Technical Challenges:
    • The fire shards moved too far away, losing connection with the character.
    • Used Cinema 4D’s Push Apart feature combined with a plane effector and falloff just below ground level to prevent fire sinking underground.
    • Despite this, the flames’ movement appeared uncontrolled and unnatural, lacking the smooth float-up-and-settle behavior I wanted.
    • The flames moved in every direction without cohesive flow.
  • Final Solution:
    • Abandoned the complex fractured simulation for a simpler, more controlled effect.
    • Made the character’s entire body glow red, using a Voronoi texture to gradually transition between normal and fiery states.
    • This approach achieved a clean, stylized visual that matched the painterly aesthetic and narrative needs.

Trail Effect Experiment Using Cuboids and Volume Meshing

In this clip, I experimented with creating dynamic trail effects that interact with the painterly filter by leveraging volumetric meshing and procedural cloning.

  • Initial Setup:
    • In Cinema 4D, I attached a mesh to the character’s foot to serve as the trail emitter.
    • Used a Tracer object to follow select points on this mesh, simplifying the trail to about four or five paths for performance and clarity.
  • Spline and Sweep:
    • The traced points were used to generate circular splines, which were then swept with Sweep NURBS to create volumetric ribbons.
  • Volume Meshing:
    • These swept splines were input into a Volume Builder and Volume Mesher, converting the ribbons into volumetric shapes.
    • This gave the trails a solid, chunkier presence rather than just flat strips.
  • Cloner Application:
    • Using a Cloner object in Volume Object mode, I cloned multiple flattened cuboids onto the volumetric trail shape.
    • The cuboids’ simplified geometry helps trigger the painterly paint filter effectively by providing polygon density and shape variation.
  • Export and Result:
    • The volumetric trails were baked into an Alembic cache and imported into Blender for final compositing and rendering.
    • This workflow resulted in a visually interesting, painterly trail effect that follows the character’s motion dynamically.

Animation and Dynamic Clothing Experimentation

In this clip, I experimented with synchronizing the character’s movement to the rhythm of the music while exploring dynamic cloth simulation and animation flow.

  • Character Design Iteration:
    • An earlier version of the character featured handcuffs on his wrists.
    • Due to technical issues and visual concerns, I ultimately removed the cuffs from the design.
  • Technical Challenges:
    • The sequence was baked as an Alembic, which introduced limitations that affected further edits and retargeting.
    • Had it been an FBX file, these issues would likely have been avoided.
  • Animation Flow:
    • Initially, the sequence was fully animated but the pacing was too fast and visually confusing.
    • To address this, I slowed the footage down significantly (by half or three-quarters), but this caused audio quality degradation and synchronization problems.
  • Final Editing Decisions:
    • Due to these constraints, I removed approximately 70-80% of the sequence to streamline the animation and maintain coherence.
    • The remaining movement focuses on key moments that align better with the music and narrative pacing.
  • Reflection:
    • This process underscored the importance of choosing appropriate file formats early in the pipeline and pacing animation to balance quality and timing.

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