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Creating Liquid Flowing Animation

Posted By neoco1 7 Years Ago
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Delerna
Delerna
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Here rather quick try (took about an hour) with 3 effects. A "Water hose" for the stream and 2 distortion emitters.


4u2ges
I am about to look into doing popcorn effects like you have done soon so I can look into implementing both of these methods together and probably other methods besides just these 2. I am sure I will be able to work something out but I would appreciate it if you gave us a bit of a demo of your process for doing yours? Possibly helpful for other people too? If you don't mind that is.


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Delerna
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Ok This is how I used to do the modelling for my morphs. The way I have labeled this actually shows why adjusting one morph effects more that one motion.
Because they have length and width then they don't just effect the length or the width alone.
They effect both. Maybe I am a bit slow but that didn't occur to me until now
https://forum.reallusion.com/uploads/images/42d07870-8ca8-4984-a19f-7d69.png





So here is how I changed my process now so a morph animator only effects 1 thing and not several
The thickness adjusters are completely flat in the z direction and their circle edges are evenly centered so Using their slider in the morph animator will only effect the scale of the circle edges

There is 1 model for adjusting the length  of the tube. Its circle edges are the same size as they are in the primary model. That is so the only effect its morph slider will have is positioning the circle edges 
in the z direction and not adjusting their size or central positions. The other length object has the bottom circle edge moved up to the top and the tops circle edges moved to the bottom in the z direction.
The effect of that is to revese the direction of the length so it goes down to the bottom rather than up to the top

Finally, the circle edge that is in the center of the length adjuster is moved off center but its size remains the same as it is in the primary object. So that edge can be rotated off center without effecting its vertical position or its scale size that are adjusted by the other morphs. And again all the circle edges are completely flat in the z direction and all the other circle edges are positioned centrally and remain the same size as they are in the primary model

https://forum.reallusion.com/uploads/images/5de20bf4-b694-4c90-a081-78b6.png







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Delerna
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I think I went a bit overboard with this demonstration but oh well. The whole point is I have 8 different morph animations on this and I can animate each one without affecting the animations of the others. Well the rotations ones effect each other but I think they work how I would want them too anyway.
So here are many images that demonstrates how I can adjust one of the morphs without effecting the others.
Next I will get some images of the models in blender and post them to show what I did to get this effect.
I will say this again. I am just demonstrating my thoughts and processes on this. It is up to your own preferences as to whether you find this helpful or not.
https://forum.reallusion.com/uploads/images/dd72b8a5-1787-47d2-8aa4-a63c.png

https://forum.reallusion.com/uploads/images/30dda1d4-93e5-4625-ae6b-736c.png

https://forum.reallusion.com/uploads/images/f789f6ba-1822-418b-b51b-d3a6.png






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Delerna
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Another thing.
I am not sure if all of this is worth doing to put into a video. I guess it depends on what the video is? I think that showing the actual water flow is not entirely necessary in the majority of cases.
However I am enjoying doing this and it is helping me to improve my understanding of morph animation that I will use for more valid things. My beach wave animation for example. I have now found how I should have modelled the waves so the morphs blend with each other better. I will demonstrate that discovery tonight. One reason why I say if you get ideas you should play with them just to see if they work or not.


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Delerna
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Thinking maybe I should have put this stuff into a new post but I am trying to give ideas to the OP for using morph animation for creating slimy Jelly looking liquid.
If morph animation gets used to do that then it is basically the same process as this.

I know what you and lord ashes are saying about it not handling multiple consecutive morphs, I have had the same problems. However I have found things to do that resolve it well enough that I don't find it a big deal. Also by doing this project I am starting to discover that it is the way I model the objects used for morphing that causes a lot of that problem. I am finding that modelling the same thing differently removes that problem all together. I am going to try and demonstrate what I am saying by showing how I did this now. And then I will continue trying to improve what I have done so far. Its all been really simple so far but I am now going to start adding a character putting hands in the water and washing his face with the water falling back to the sink. Putting a cup into the Faucets water and filling it maybe even enable the water to overflow when the cup is full. Also looking into making the water overflow to the floor from the sink when it fills. Going to have a chat with Lord Ashes about what you said. I haven't seen that and it may give me some new ideas.

Anyway. Here is one example of how I do multiple morph animations on a single object without getting big problems from it.
First off here is how I modelled the water flowing down the sink and down into the sinks pipe. These will get improved later so they flow less evenly.
https://forum.reallusion.com/uploads/images/013cce9f-77eb-4e48-8384-9423.jpg

And now here is how I animate it. The only thing I didn't show is the water texture animation. That is just moving the textures position from 0.000 to 0.999 every 100 frames.
I made the FDLengthen mesh so the water would start to flow down to the sinks pipe without it having the loops before the water reaches the bottom of the sink.

Now here is a primary thing in my mind that gets around the problems you were talking about.
After doing the FDLengthen, leaving that in place and adding the FDFlow1 animation then the length would end up doubling.
But by having the FDLength reduce as the FDFlow1increases then the length stays pretty much the same and the water appears to curve to the sinks pipe reasonably well I think.
You will see I do that very often. Reduce the previous morph animation as the next one increases works OK in my opinion. And that is only my opinion, if anyone else does this sort of stuff then they will need to decide if its worth it for themselves. I really like morph animation and I think it has huge potentials that grow as my understanding of it grows.






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4u2ges
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@Delerna
I know what you mean. I morphed tears once and it took all day... and night to finish the job. In a process I've learned that current morph creator in iClone is kind of broken.
That is it cannot handle multiple consecutive morphs - when you try to move the same vertices more than once with next morph.
But then Lord Ashes posted a nice little utility (I think the download link is not available anymore).
That utility used to straighten the vertex order in OBJs so that the next morph did not disrupt the previous one (kind of hard to explain).
But if there is no need to use same vertices for multiple morphs, I usually skip the multiple OBJ routine and do all of them at once with shape keys and then move to iClone through fbx.
Been playing a lot lately with PopcornFX and a water and found that emitters are a little short with some controls to make it look how I need it.
But surprisingly someone from RL replied to my thread and promised the fix in IC v7.21. So lets hope.
I suppose combining morphs with popcorn (for splashes for instance), would make a great combo. Let's keep trying :)




Delerna
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4u2ges
I totally agree with you, don't dismiss any of the capabilities of iClone. The whole point is that it is definitely possible to do pretty much any sort of liquid flow in iClone even though it doesn't have NVida fluid simulation. I will say that the only reason I chose to do it with morphs and not Popcorn is because I am more familiar with morphs. I have Popcorn but haven't used it much but I do see it is probably easier with Popcorn (I must get into using it). I say probably because the majority of the 8 hours it took me to do mine was making the sink parts. Also I am not expert at doing morphs so I had to do a lot of thinking and rethinking. Without that it probably would have taken an hour or two. Anyway, I'm just presenting options and I like yours. One thing I do like about doing it with morphs is that I am now a bit more familiar with it. Have gained more knowledge of how to go about creating them so the morph animations work better.




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Nice job with morphs Delerna!
But I would not dismiss PopcornFX. With enough patience it could simulate pretty much close.

Here rather quick try (took about an hour) with 3 effects. A "Water hose" for the stream and 2 distortion emitters.







Delerna
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Oh and another thing I cant wait for in iClone is python. Hopefully it will provide a high level user interface for doing things like making animations from morps quicker and easier to assemble.
I did a set of wave props that I intend to improve but have decided to wait for python and hoping it is a good programmers interface to iclone



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Delerna
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Spent yesterday in my old home town visiting mother and friends so couldn't do anything on this.

With reguards to displacement mapping, yes that is one of my considerations for what I am working on although I am not sure whether it will work with morph animatable props yet.
Here is my second step.
I totally rebuilt the sink and made improved morph props.
This took me 8 hours although I had to create the morph props twice because after doing them the first time I got what I think are better ideas on how to design them.
That's another thing I strongly suggest. If you have an idea and your not sure whether it is a good way or not then just give a go anyway. Its amazing how much you learn and improve based of ideas that you try out on, even if the initial ideas don't work. I certainly find suggestions from other people can be very helpful. But I also think trying your own ideas is a great way to learn. Who knows, you might even discover something no one else has thought of?








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