Monday, 27 June 2011

RealFlow Character Fill

Over the last couple of weeks I have been working on a shot for one of the other students on my course. Kaye is working on applying an illustration style to an animated commercial, and her blog can be found here.

After creating her animatic, Kaye's opening shot showed a 3D character filling up with liquid, and she had decided to use RealFlow's liquid simulation tools to achieve this. I already had previous experience of working with RealFlow and was able to help her in building this sequence.

To begin with, I imported her character model (built using Cinema 4D) and created emitters in each of the feet. My target was to fill the model in approximately 180 frames, as this is what Kaye had advised. I started by filling the model using these two emitters, and adjusted the emission speeds to suit the fill rate I wanted. Around halfway up the model, it became slightly more difficult, as I had added two additional emitters (one in each hand) and then needed to try and balance the levels of the fluid (this involved manually keyframing each emitter and re-simulating the liquid several times, a time-consuming process). Upon reaching the head, a fifth emitter was added, to speed up filling the volume (as the narrow neck creating a fountain-like bottleneck). Finally, a polygonal mesh was added, and the radius size adjusted so that the mesh was not larger than the original model.

At this point, I passed the source files back to Kaye to implement in her own project. As an additional step I imported the RealFlow files into Maya and created a simple render to show the outcome of this short project;

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