Rippling water using bones and physics
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Rippling water using bones and physics
Here's a trick to create fairly realistic water ripples. The key is a LOT of bones. The more the better. You can use fewer bones of course.
http://www.lowrestv.com/images/files/water-ripples.anme
http://www.lowrestv.com/images/files/water-ripples.mov
I am including a menu script for creating bone chains very quickly. This script can create "grids" or just rows or columns of bones. Put this script in /scripts/menu/ folder and restart AS.
http://www.lowrestv.com/images/files/hv_bone_chains.zip
The technique uses a long chain of bones and a vector shape with at least 1 point for each bone. This chain is slightly curved so there is some slack for the rippling. The bone layer physics is set to "pivot on origin". The LAST bone in the chain has "lock tip" set with the bone physics tool. This creates a chain of bones locked at both ends.
Underneath the bone layer are some oddly shaped vector layers set to pivot on origin with a motor. These layers will bump and prod the bones keeping them moving and bouncing to simulate rippling. You can look at the file to check the density and gravity settings.
---------------
The Spout
The spout could be done with physics or without. The physics in the spout group is "rotated". I had to put in a lot more spinning motor layers to keep it rippling. Not as good as I would like.
Another "easier" way to do the spout is using two chains of bones that are UNPARENTED. Each bone has a "noise interpolation" on frame 0. You should probably set the keys to be different noise values so that the motion is more random. This will cause a sort of rippling effect and can be used by itself to create a water simulation... but the physics version looks a bit more realistic.
-vern
http://www.lowrestv.com/images/files/water-ripples.anme
http://www.lowrestv.com/images/files/water-ripples.mov
I am including a menu script for creating bone chains very quickly. This script can create "grids" or just rows or columns of bones. Put this script in /scripts/menu/ folder and restart AS.
http://www.lowrestv.com/images/files/hv_bone_chains.zip
The technique uses a long chain of bones and a vector shape with at least 1 point for each bone. This chain is slightly curved so there is some slack for the rippling. The bone layer physics is set to "pivot on origin". The LAST bone in the chain has "lock tip" set with the bone physics tool. This creates a chain of bones locked at both ends.
Underneath the bone layer are some oddly shaped vector layers set to pivot on origin with a motor. These layers will bump and prod the bones keeping them moving and bouncing to simulate rippling. You can look at the file to check the density and gravity settings.
---------------
The Spout
The spout could be done with physics or without. The physics in the spout group is "rotated". I had to put in a lot more spinning motor layers to keep it rippling. Not as good as I would like.
Another "easier" way to do the spout is using two chains of bones that are UNPARENTED. Each bone has a "noise interpolation" on frame 0. You should probably set the keys to be different noise values so that the motion is more random. This will cause a sort of rippling effect and can be used by itself to create a water simulation... but the physics version looks a bit more realistic.
-vern
Last edited by heyvern on Mon Jul 05, 2010 8:33 pm, edited 1 time in total.
Re: Rippling water using bones and physics
Does this script work in ASP 6? I don't have version 7 yet. Looks like it would be helpful.heyvern wrote:
I am including a menu script for creating bone chains very quickly. This script can create "grids" or just rows or columns of bones. Put this script in /scripts/menu/ folder and restart AS.
http://www.lowrestv.com/images/files/bone_grid.zip
This physics capability in ASP 7 has a lot of possibilities. Sorry I can't contribute here.
udd
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Re: Rippling water using bones and physics
Can you please give the file with 6.2 version?heyvern wrote:Here's a trick to create fairly realistic water ripples. The key is a LOT of bones. The more the better. You can use fewer bones of course.
http://www.lowrestv.com/images/files/water-ripples.anme
http://www.lowrestv.com/images/files/water-ripples.mov
-vern
Thanks Vern. I downloaded it now and I will try it out.heyvern wrote:Ooops!
I updated the script and forgot to change the link here. It's correct in the script thread under the script forum.
Link is updated now and should work. I changed it to "hv_bone_chains" instead of "bone_grid". It seemed to make more sense.
-vern
Uddhava
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Re: Rippling water using bones and physics
heyvern wrote:Here's a trick to create fairly realistic water ripples. The key is a LOT of bones. The more the better. You can use fewer bones of course.
http://www.lowrestv.com/images/files/water-ripples.anme
http://www.lowrestv.com/images/files/water-ripples.mov
I am including a menu script for creating bone chains very quickly. This script can create "grids" or just rows or columns of bones. Put this script in /scripts/menu/ folder and restart AS.
http://www.lowrestv.com/images/files/hv_bone_chains.zip
The technique uses a long chain of bones and a vector shape with at least 1 point for each bone. This chain is slightly curved so there is some slack for the rippling. The bone layer physics is set to "pivot on origin". The LAST bone in the chain has "lock tip" set with the bone physics tool. This creates a chain of bones locked at both ends.
Underneath the bone layer are some oddly shaped vector layers set to pivot on origin with a motor. These layers will bump and prod the bones keeping them moving and bouncing to simulate rippling. You can look at the file to check the density and gravity settings.
---------------
The Spout
The spout could be done with physics or without. The physics in the spout group is "rotated". I had to put in a lot more spinning motor layers to keep it rippling. Not as good as I would like.
Another "easier" way to do the spout is using two chains of bones that are UNPARENTED. Each bone has a "noise interpolation" on frame 0. You should probably set the keys to be different noise values so that the motion is more random. This will cause a sort of rippling effect and can be used by itself to create a water simulation... but the physics version looks a bit more realistic.
-vern
Hi, I can't download the AS file, would U help me please?

very neat trick ;D
thanx so much 4 sharing
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