Rippling water using bones and physics

Have you come up with a good Moho trick? Need help solving an animation problem? Come on in.

Moderators: Víctor Paredes, Belgarath, slowtiger

Post Reply
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Rippling water using bones and physics

Post by heyvern »

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
Last edited by heyvern on Mon Jul 05, 2010 8:33 pm, edited 1 time in total.
User avatar
hothead
Posts: 213
Joined: Mon Apr 12, 2010 10:53 pm

Post by hothead »

thats cool vern lol i was looking for it to over flow that would make it more cooler or you can creat a glass shape at the top. but greate job
madriver
Posts: 101
Joined: Fri Dec 22, 2006 6:11 am

Post by madriver »

Cool, Vern! Thanks!
User avatar
slowtiger
Posts: 6246
Joined: Thu Feb 16, 2006 6:53 pm
Location: Berlin, Germany
Contact:

Post by slowtiger »

The spout could be done much easier if you remember that in reality the water forms a twisted band, which, seen from the side, could be done with two overlapping sine waves, one phased 180° to the other.
User avatar
uddhava
Posts: 318
Joined: Tue Nov 04, 2008 7:24 pm
Location: American back in Hungary

Re: Rippling water using bones and physics

Post by uddhava »

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
Does this script work in ASP 6? I don't have version 7 yet. Looks like it would be helpful.

This physics capability in ASP 7 has a lot of possibilities. Sorry I can't contribute here.

udd
User avatar
uddhava
Posts: 318
Joined: Tue Nov 04, 2008 7:24 pm
Location: American back in Hungary

Post by uddhava »

heyvern,

I tried to download the script (zip) file, but I get 404 NOT FOUND. I have downloaded other scripts of yours so I don't think it is something wrong on my end. Can you please help? Thank you.

udd
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

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
User avatar
patricia3d
Posts: 726
Joined: Thu May 31, 2007 4:38 am
Location: India
Contact:

Re: Rippling water using bones and physics

Post by patricia3d »

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
Can you please give the file with 6.2 version?
User avatar
heyvern
Posts: 7042
Joined: Fri Sep 02, 2005 4:49 am

Post by heyvern »

The script works fine in 6 but the file can't because it uses physics. There is no physics in version 6.

-vern
User avatar
Tagirijus
Posts: 87
Joined: Fri May 14, 2010 11:31 am
Location: Germany
Contact:

Post by Tagirijus »

Thanks for sharing this technique + script. :)
User avatar
uddhava
Posts: 318
Joined: Tue Nov 04, 2008 7:24 pm
Location: American back in Hungary

Post by uddhava »

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
Thanks Vern. I downloaded it now and I will try it out.

Uddhava
SOULAUNCHER
Posts: 12
Joined: Wed Nov 24, 2010 11:59 am

Re: Rippling water using bones and physics

Post by SOULAUNCHER »

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? :D
very neat trick ;D
thanx so much 4 sharing
Post Reply