Disassembled...

Mar. 4th, 2008

11:06 pm - Ragdoll again... but with 3000% more awesome!

Another ragdoll physics animation. This particular sequence however, is one that I had planned since the first day I delved into the physics engine in 3DS Max (ie. yesterday). The ragdoll falls to his amusing death and you, the viewer gets to join him for the ride... until the end, that is, when you get to sit back and watch the carnage.

(FYI: This 8 seconds of animation took me well over an hour to render. Youtube makes the quality look like shit... the original is much more crisp).

ENJOY!



Man... I can't wait until I learn how to do animated blood spray FX! >:D

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07:54 pm - More ragdoll torture...

Cinematography is everything.

I took the same simple ragdoll physics test animation and played around with more dynamic (and interesting) camera work. Besides the cameras, the only other change to the animation was the color of the ragdoll. I made him blue to get better contrast.

These new views also help to demonstrate that the ball that launches the ragdoll is actual my first (and only) attempt at a chrome material.

The first video I set the camera on the side of the track and made it follow the ragdoll as he flung forward towards death...





The next is an attempt at having the camera follow him, from behind, for the entire animation (though, I need to work on my technique. The camera is shakey at times and may cause slight naseau)...

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12:41 am - 3DS MAX... Reactor... Ragdoll torture... My first animation...

Wandering about YouTube, it occurs to me that it seems like its a common practice that when one is learning the reactor physics engine inside 3DS MAX, they do so by torturing poor, defenseless ragdolls. Hell... some have made the practice an art form.

Below is my attempt (also, I might add, my first true computer animation). Now, I am humbled to admit that it took me five hours to complete this. But considering this was the first time I've ever touched a physics engine (not to mention the first time doing key frame animation in 3DS) I am not too ashamed.

In fact, I am quite proud of my work...

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