Description

Title:Time Scale
Category:Workflow
Status:Considered
Priority:
Posted By:coilbook ( )
Date Created:7 January 2016
Description:

Can we get time scale feature for slow motion effects like in RayFire.  During simulation we can change 1  to 0.1 and get slow motion effect that is 10 times slower  etc

Thanks 

Follow Ups

I have been thinking about this one. So does it actually slow down the simulation or does it record the simulation and then slow down the result and interpolate it?

Marsel Khadiyev (Software Developer, EPHERE Inc.)

It actually slows down simulation in real time adding more frames when shattered/falling objects

here are couple youtube links 

 

https://youtu.be/NKc7PLpeVAQ

https://youtu.be/yJTYnSnM71Y

Can we also get a feature where objects can be animated during simulation. like we need a paintball to fly and hit the wall. But when we animate a flying ball then make that sphere behave like liquid, our  animation gets ignored and ball just falls down. 

I think massfx supports initial aniamtion down by animators and then adds simulated animation to it. 

It would be awesome to retime the Lucid objects if that is possible! Especially since Lucid is a unified solver with Softbodies, rigidbodies, fluids, etc all interacting!


Coilbook has given two links. The top one is showing the Rayfire Timescale property - this is where Rayfire is slowing down time Realtime - while the simulation is running. This is a great effect but it makes it hard to iterate and the results are permanent.

The second video is showing the RF Cache tool, where the simulation result is being slowed down and frames interpolated. 

With Lucid we can get similar results to video #2 (for dynamic objects only, don't see this working with fluids?) using the Alembic Playback graph (Max 2016). 

With the paintball splashing into the wall. 

Lucid can support initial animation, as seen in this video:
https://youtu.be/7y7OJ3Lh0ac?t=3m4s

If it's not working using only a fluid sphere (the paintball), One method to achieve this could be:

-have a rigid body sphere which is animated into the wall. This Rigid sphere is a collision object with its normals facing inwards.
-Use the time range feature to turn off the sphere a few frames before it impacts the wall.
-Now position a lucid fluid sphere inside the rigid body sphere. It will be encased by the collision sphere and then the moment the collision sphere is removed from the sim, the fluid will inherit the motion of it, and collide with the wall. 

Michael Wentworth-Bell

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Thank you! 

Seems like if I use time range per object where start frame is other than 0  nothing works. So when I tried flying sphere and its last frame is 10 (I animated it) I go to sphere's time range set it to 10 -100, enable preserve initial velocity and it jsut stops at 10 and simulation does not continue.

 

Or just a stationary sphere in the air. If I set start time to 1 or above it does not fall

 

Thank you