Using threejs I created a 3D scene and rendered four unique camera angles to reflect off of a plexi glass prism. It creates the illusion of a 3Dimensional volumetric display in it's most crude state. I also attached my Leap Motion to start controlling the globe with a simple point of the finger.
Everything is TP except the dust, and as always, everything keeps procedural.
Thanks to Pablo Conca for the help with the Vray, lighting and shading of the scenes.
With this tool I tried to achieve that independently of the alignment, shape or position, the subject always is getting rebuilded properly without having to reverse the break animation in postpro. Here are the main points to achieve for the tool:
1- The objects break depending the collision point and it can be with the floor, with other object or with a bullet. The break is performed in a procedural way by a Vb node inside TP.
2-It dosen't matter the shape or the alignment of the object, It always will be rebuild standing up the floor/ground/deflector.
3-The rebuild dynamics are not a reverse animation of the breaking, the objects can break in any angle and it will start the rebuild from the bottom to the top.
4-The objects/fragments collide each other every time. So if needed they push each other and try to avoid their neighbors to get to her place.
Depending the needs, you can choose between the BulletPhysics/ShapeCollion to solve the collisions.
The points of the tool shown in the video are:
1-The breaking of objects by a bullet or by falling to the ground.
2-The personalisation of the fragments. (increase or decrease the amount/ Shape/ Scale/ InitialVelocity/ Mass/ Friction)
3-The SecondFragmentation options.
4-The Debriss dynamics and the rebuild motion they have.
5-The FumeFx compatibility.
6-The Rebuild Options.
7-And the Avoid intersections slider. (If two or more objects are being rebuild in the same point, this tool moves them to avoid the posible intersections)
The tool is made to deal with the rebuild of many objects in a massive way so i keep the substeps low to improve the calculation velocity. Because of these sometimes it can be some interpenetration between the fragments.
Of course and like all the other tools like this, you have no total control over the dynamics. So if you want to break and rebuild an object in a determinated way you have to personalize the tool depending the desired conditions. Probably instead using VolumeBreaker you will have to cut the geo by hand, and setup TP using the standard way (playing with the nodes, groups and so on) to achieve the desired results.
The TDtool, Simulation, Rendering and Compositing was done by me.
If I have time I'll make a tutorial covering the basics.
Software: 3ds max / ThinkingParticles/ AfterEffects.
Thanks for watching :)
The 12 basic principles of animation were developed by the 'old men' of Walt Disney Studios, amongst them Frank Thomas and Ollie Johnston, during the 1930s. Of course they weren't old men at the time, but young men who were at the forefront of exciting discoveries that were contributing to the development of a new art form. These principles came as a result of reflection about their practice and through Disney's desire to use animation to express character and personality.
This movie is my personal take on those principles, applied to simple shapes. Like a cube.
Check also the animated gif gallery here the12principles.tumblr.com/.