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- Date: Tue, 23 Dec 1997 23:41:08 -0600
- From: chris johnson <cjo@PRODIGY.NET>
- Subject: [IML] quest:Pushin thru rubber
-
- hi all,
- Im working on a anime,where a hand comes pushing through a wall
- of rubber or whatever,my problem is when you push through wall
- the farther you push the larger the radius of distortoin or stretching
- will be, using aplique I can make the hand push through the wall
- and it looks good but it is a static stretch(meaning it doesnt
- effect the rest of the plane.Im wanting to have the hand slide around
- in the rubber .So is there a way to do this maybee like magnatisn
- or whatever
-
- thanks
-
- BTW I have IFW.
-
- ----------------------------------
-
- Date: Wed, 24 Dec 1997 07:23:43 -0600
- From: "Stephen G." <sgiff@AIRMAIL.NET>
-
- I don't think magnetism is the solution but why not just move your applique
- map around the surface of the plane and save each keyframe as a state or
- you could make an animated flic or AVI and use that as your applique map.
-
- ----------------------------------
-
- Date: Wed, 24 Dec 1997 11:42:53 -0600
- From: chris johnson <cjo@PRODIGY.NET>
-
- thanks stephen
- Ill give it a shot
-
- ----------------------------------
-
- Date: Wed, 24 Dec 1997 04:34:18 -0600
- From: Mike Bayona <mb@MB.SIMPLENET.COM>
-
- There are two ways at current I can think of that might do it. The first
- is by using the "Animated Applique" winbatch script, found at:
- http://www.dorsai.org/~eno/progress.html
-
-
- The second way will only work if you are subscribed to the CUP, and may not
- work as well.... Make a deform tool with various states (so it deforms the
- wall like the hand is moving the fingers or whatever) and then load it into
- stage, have IT be morphing states as you move it around the wall. But I
- think for something as complex as a hand stretching a wall, you will need
- to go with the first one....
-
- ----------------------------------
-
- Date: Fri, 2 Jan 1998 03:30:33 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
-
- (Some of these instructions use Photoshop terminology. Users of other
- software should be able to figure out what's going on. I'm also
- supposing your hand is white on a black background.)
-
- I see two stages to your animation: what happens before the hand has
- pressed just far enough to show all the fingers, and what happens after
- that.
-
- STAGE 1: THE REVEAL
-
- You should use Levels to create a series of brushmaps, progressively
- revealing the hand, starting with the highest altitude areas. For
- example, change Input to 192-255 (leave Gamma alone) and Output to 0-63;
- this floods everything below 192 with black, and maintains the same
- range in the output (64 levels, from 0 to 63) as in the source (64
- levels, from 192 to 255). Save as Reveal-1.
-
- Revert to the original, and use 128-255 as Input and 0-127 as Output.
- Save as Reveal-2. Revert again, this time setting Input to 64-255 and
- Output to 0-191. Save as Reveal-3. Copy original image as Reveal-4.
-
- In Imagine, create a DEFAULT and START stage for your (heavily-divided)
- plane. Apply Reveal-1 as an Applique and Create the REVEAL-1 state with
- Shape turned on. Set To START, apply Reveal-2 and create the REVEAL-2
- state. Do the same for REVEAL-3 and REVEAL-4.
-
- If you animate this, it'll look more as if a hand was _progressively_
- pushing through the rubber, than if you simply animated the Applique Y
- size from the single hand image; in the latter case, it would look as if
- the entire hand was stretching from a flat shape into its final, full
- appearance. (Of course, my technique may have its drawbacks too, as the
- each area is progressively revealed in turn; if it doesn;t look right,
- you may need to create more brushmaps and Applique them to more states)
-
- STAGE 2: THE PUSH
-
- Once the hand appears fully formed, further pushing will (1) _move_ the
- rubber where the hand is, in the direction of the push; and (2)
- progressively _stretch_ the surrounding areas, further away from the
- hand as it pushes forward. To do this, we'll create two more brushmaps.
-
- From Reveal-4, which is the original brushmap, create a version where
- the entire hand is white and the entire background is black. Save as
- Push. You should also save the selection you used to fill the hand, for
- later use.
-
- Create a new image and fill it with black. Activate the saved selection
- and fill it with white. Do a Gaussian Blur on the entire image with a
- large radius, perhaps the width of one finger. You'll get a very blurry
- image, with the blur extending quite a distance away from the hand.
- Activate the hand selection again and fill with black. Deselect and
- manipulate the levels so that the output uses all levels from 0 to 255.
- Save the image as Stretch.
-
- What you have done is add an area around the hand, similar in appearance
- to an aura or glow, that will simulate the way the material is stretched
- around the hand when pressed through the rubber sheet.
-
- Go back to Imagine. Let's say you wish to create an additional state,
- where the hand has pressed 50 units further into the sheet, than the
- position in the REVEAL-4 state. We'll create the final state in two
- steps: first, we'll move all the points inside the hand 50 units
- further away from the plane, then we'll create the stretch.
-
- Load the rubber sheet and Set To REVEAL-4. Applique the Push image,
- using a distance of 50 units. The hand will move forward by that amount
- without stretching (since it's filled with a constant white in the Push
- image), but the rest of the sheet will remain untouched, leaving a
- precipice-like contour around the hand. (Imagine the rubber sheet as a
- horizontal ground plane) This is most unnatural, but we're only halfway
- through.
-
- Next, Applique the Stretch image, again with a distance of 50. Since the
- hand in the brushmap is totally black, the hand's points will not move
- at all, nor will points far away from the hand. However, as we get
- closer and closer to the hand, the points will move more and more;
- points right at the edge of the hand will move 50 units, since their
- brushmap pixels are white. This makes the rubber sheet's points right
- outside the hand, move to meet up with their neighbors, right inside the
- hand, for a seamless fit; at least, that's what BVRE (Blaq's Virtual
- Rendering Engine) tells me.
-
- You can now immortalize your creation in a final state, perhaps called
- FINISH. When you animate the object from START to REVEAL-1, REVEAL-2,
- REVEAL-3, REVEAL-4 and FINISH, you should see a most realistic effect.
-
-
-
- I have just tested my procedure, and it seems to work quite well! You
- can find the object, quickrenders of each state, and all the brushmaps
- in the following web directory:
-
- http://www.interlog.com/~blaq/temp/RubberSheet
-
- Note: while creating the object, I found that points covered by black
- areas of the Applique map were still displaced. I had to go into each
- state, click on a corner point to see how far unaffected points had
- travelled, and translate all points by the opposite distance. If I
- didn't do this, the base of the sheet would move backwards as the hand
- pushed forward. The object on my web site has been corrected, but you'll
- have to be careful when creating your own.
-
- ----------------------------------
-
- Date: Fri, 2 Jan 1998 03:44:21 -0600
- From: CJO <CJO@prodigy.net>
- Organization: Prodigy Internet
-
- Hey thanks charles,
- great tutorial thank you very much Im sure that took some time
- the glow was the kicker.I was ending up with the flat hand.
- I jerked around with the dialate filter but of course it just distorted
- the whole damn thing.the glow made all the diff in the world.
- the other part of the anime (the head and shoulder area)are coming along
- fine,except when the face first starts pushing through.I am not using
- applique to do the face.instead I just deform and scale it to fit.
- while the effect is very real,I cant seem to get thee right look
- when the face first comes through the wall,I guess I could use the
- applique for the first(not very detailed)few frames then switch over
- to the deform tool to nail the look I want
-
- anyway thank you for your time you have been a greate help
-
- chris johnson
-
- BTW what in the hell is bvre ?
-
- ----------------------------------
-
- Date: Fri, 2 Jan 1998 20:53:15 -0700
- From: Seclusion <seclusion@SWLINK.NET>
-
- In my many fruitless, but plentiful Imagine experiments, I sort of cursed
- when the black portions moved when using applique...then the answer hit me.
-
- Especially if you have Photoshop, it's easy to fix. Just Select the black
- background and then select either 127 or 128 to replace it with. Now, the
- part I don't recall is which one works better (if either).
-
- My confusion is caused by the inner workings of the computer...there's 256
- colors, anything above 50/50 white/black will move one way, anything below
- will move the other. Seeeew, 50% of 256 is 128, but alas, the 256 color
- components only total 255 in the minds of computers because absolute black
- is 0.
-
- Heh, ok, so maybe it's not so easy to fix, but it's a good workaround for
- less than mammoth scaling applique projects...(how about a selective
- applique, to only affect polygons when the colors in the appliquing image
- are greater than -some number between 0 and 255-)
-
- ----------------------------------
-
- Date: Sat, 3 Jan 1998 12:34:57 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
-
- Yep, for some reason Impulse decided that the neutral value would be
- either 127 or 128. I assumed an Applique map value of zero would cause
- zero displacement and 255 cause maximum displacement, but Impulse
- preferred to displace points both positively and negatively. It must've
- seemed logical to them at the time. I prefer my way, but this is a minor
- issue, really, and as long as it's documented, I have no problem with
- it.
-
- As you suggest, one can simply use the 128-255 range rather than the
- full 0-255 range when creating an Applique map, but the stickler in me
- dislikes the decreased precision that comes from throwing away half the
- possible values. Thus, I prefer creating Applique maps using the full
- greyscale range, and later pick a point in Imagine, check how far it's
- moved, and translate all points the opposite direction.
-
- ----------------------------------
-
-