April, 1986. Pripyat, Ukraine. A core meltdown occurred at Reactor 4 of the Chernobyl Power Plant.
At the same day two young people had met to fall in love and in their mind disaster had been faded to the background.
Action takes place during those tragic events in 1986. Nowadays Pripyat and Chernobyl are looking like post-appocaliptic cities, while we should bring audience back to the soviet, bright and happy city. Working for this project we faced the very challenging task - to recreate both cities, Power Plant, disaster and all liquidating works after the disaster with photographic accuracy. As of today we can confidently assert that we succeeded.
We are happy to say, that for Inseparable we've been working again with the same director as for our VES nominated project "The Bomber".
Действие фильма происходит во время всемирно известных трагических событий 1986 года. В настоящее время Припять и Чернобыль выглядят как пост-аппокалиптические города, в то время как мы должны были перенести зрителей в счастливый советский город, который потом будет разрушен. Работая над этим проектом, мы столкнулись с очень сложной задачей - воссоздать оба города, электростанцию, катастрофу и все ликвидационные работы с фотографической точностью. На сегодняшний день мы можем с уверенностью утверждать, что нам это удалось.
I cover how to write your own custom forces with maxscript for fume to make a cylindrical wind. Handy force to have for shockwaves. I'm going to have a bunch of shockwaves in this scene so the script should come in handy down the line.
Fully explanations and Tutorials coming soon on my web (Work in progress) ;)
-Platforms attempt to counteract the movement of the balls to take them to a relaxed state and prevent them from falling.
-The motion of the platforms is fully automatic and is dependent on the speed of the balls and their mass and size.
-The tool is completely procedural, customizable and works in real time.
-Also the platforms motion can be driven by a map.
-Objects are always reconstructed respecting the fragments created at the time of destruction.
-It doesnt matter the angle with they fall to the ground, the objects are always reconstructed standing up.
-The tool always works regardless of the shape of the object and can operate several different shapes at the same time.
-The objects are not pre fragmented, they break automatically when they hit the ground or are impacted with a bullet.
-You can control everything about the physics, the breaking/fragments of the objects and the rebuild.
-The movement of the characters is given by the physics.
-The motion of them is totally procedural and without keyframes
-You can control the amount of characters, their falling speed and the time they remain stuck to the wall among other things.
-The character tries to dodge the bombs being dropped by the invaders, at the same time the character tries to destroy them before they reach the ground.
-Defenses are destroyed as they are struck.
-The AI of the character can be adjusted to be more or less effective.
-The number of ships can be customized and the fire cadence increased or decreased.
-The design of the robots is fully customizable. You can ajust the height, the number of legs, their shape among other thinks.
-Also their motion can be customizable. Their speed, the step distance
-They Autoajust to the ground no matter the shape it has.
-The robots move towards a helper point (that can be moving) and they avoid all the obstacles in their way and all the other robots so they never get intersected.
-The ship destroys the asteroids that are the greatest threat to her life while is trying dodging the rest.
-Each time an asteroid is destroyed it is divided into two smaller asteroids.
-The number of asteroids and her size, the responsiveness of the ship and the aggressiveness can be personalized.
-if something reaches the edge of the map, it reappears on the opposite edge.
-In this example the number of asteroids is very high to show the effectiveness of the ship.
-The character tries to pick the coins he found while trying to dodge/kill the enemies or jump the ravines.
-Stage is automatically generated following given rules that can be customized.
-You can also customize the size/difficulty of the stage and the number/position of enemys/falls.
-The motion of the aircraft is designed to mimic reality as closely as possible.
-If a plane turns right, leans to the right and so on.
-The amount of tilt depends on the speed of the plane and the position and distance of the target point.
-Each plane searches and tries to destroy the closest objective, but try to avoid it when it is very close.
-On the other hand we have the flak cannons that seek and try destroy the nearest planes.
-The TP system can create the maze for you or you can import or create a path that will be the maze.
-Any maze can be solved by the AI, you only have to tell the system a starting point and the exit with two helper points.