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Bullet Time!

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  • Bullet Time!

    Hi,

    I am experimenting with animating Time Scale... not straightforward to say the least...
    Is there any way to simulate a bullet time effect?
    I mean without simulating a very high number of frame and then re-timing the result in post?
    I found that animating the Time Scale and Steps per Frame isn't doing a good job...

    Usually the animators are delivering a fake slowdown animation, and trying to match simulation on that is nearly impossible...

    I am talking about liquid simulation by the way, and find it weird that you can't actually re-simulate anyhow...
    Last edited by gregvfx; 13-01-2018, 02:12 AM.

  • #2
    Liquid sims require pretty much no effort to retime. Just make sure you have exported velocity and just retime usingthe input panel, that is it No need for resim. Must have velocity for secondaries exported too if you use them.

    Either set a new play speed or use cache index and animate that value.
    Adam Trowers

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    • #3
      Yup, it's far easier to simply slow down the simulation from the Input panel.

      If your animation is already slowed down, move it to a new scene, speed it up by a factor of X and do a 'normal' speed simulation there.
      Then bring the simulation to the scene with the slowed down geometry - create a Phoenix container there and simply use the Input panel to load the cache from your 'normal' speed scene and slow it down by the same factor of X. That should give you a decent result.

      As a side note - at the moment, the RGB channel can't be used in this manner as the blending between frames is not handled.

      gosho.genchev@chaosgroup.com

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      • #4
        .. a clarification - you can retime liquids with RGB from Input, but depending on how your liquids shape and move, you might see some rendering artifacts on the surface when using the Grid Texture for shading the liquid meshes. I hope not long from now this will be fixed.

        Cheers!
        Svetlin Nikolov, Ex Phoenix team lead

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