Hey everyone, I'm in the process of making a small dice thowing animation. basically i want for the final animation to be a slow motion dice throw. where im having problems is the slowing down of the animation to be approximatly 10x slower. the final thing will be exported to Maya via a FBX file.
so far i've tried slowing it down by increasing the frame rate to 240fps, however this made houdini encounter an error when exporting the FBX file saying it had to be at the dafault 24fps. the next approach i tried involved lowering all forces such as velocity and gravity to slow the animation, however this resulting in far too much rolling once the dice hit the board.
thanks everyone, sam
Slow Motion DOP Animation
14801 4 0- samuelblain
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- andrewlowell
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There are various features in DOPs to control the simulation rate etc. However, just reading this my first guess would be to try to bake out geometry at .. geo_$F4.bgeo .. with the increment at .1
Make sure you're substeps with DOPs are at least 1/10th. This way you can read back the geometry from your DOPs sim and manipulate it however you want. You can play it back at normal speed, or slow it down (bullet time etc).
Make sure you're substeps with DOPs are at least 1/10th. This way you can read back the geometry from your DOPs sim and manipulate it however you want. You can play it back at normal speed, or slow it down (bullet time etc).
- symek
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samuelblain
Hey everyone, I'm in the process of making a small dice thowing animation. basically i want for the final animation to be a slow motion dice throw. where im having problems is the slowing down of the animation to be approximatly 10x slower. the final thing will be exported to Maya via a FBX file.
so far i've tried slowing it down by increasing the frame rate to 240fps, however this made houdini encounter an error when exporting the FBX file saying it had to be at the dafault 24fps. the next approach i tried involved lowering all forces such as velocity and gravity to slow the animation, however this resulting in far too much rolling once the dice hit the board.
thanks everyone, sam
Change a time scale settings on a dop network containing your simulation. This usually works for slow motion / speed up effect and should work well with fbx export as it changes only internal solver settings, not a scene's one. I didn't check this though…
- jacob clark
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If you don't want to simulate all of the extra sub frames (10x)
You might have some luck with the Time Blend, and Time Shift SOP….
The Time Blend will give you subFrame Interpolation, and the Shift will allow you to slow down a Real Time animation by what ever amount you wish. Even non-linearly if you wish for a fast start, and a slow finish!
cheers,
-j
You might have some luck with the Time Blend, and Time Shift SOP….
The Time Blend will give you subFrame Interpolation, and the Shift will allow you to slow down a Real Time animation by what ever amount you wish. Even non-linearly if you wish for a fast start, and a slow finish!
cheers,
-j
- samuelblain
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