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Audience Wave in Stadium Part 2 PDF Print E-mail
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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.

Audience Wave Effect In Audience Wave in Stadium Part 1 tutorial we are creating a crowd of cars, now in Part 2 we begin to create audience wave effect. You should follow the Part 1 tutorial first before begin this tutorial.





9. Continue your Audience Wave in Stadium Part 1 tutorial. In Command Panel, click Create tab and Shapes icon. Press Line button. In rollout Creation Method, change Initial and Drag type to Smooth. In Top viewport, create curved line from center court pass the stadium like image below. Draw any line you like, finish it with right click. Click Hierarchy tab and press Affect Pivot Only. Using Select And Move Tool, move Pivot Point at the center of stadium. After that de-activate Affect Pivot Only.

Image

 

10. Click Modify tab, and add Extrude modifier to this line. Use Extrude Amount 364 or higher (make sure extruded line is higher than stadium). Then right click this extruded line, and choose Properties. Uncheck Renderable option. Now, this extruded line will disappear when we render this scene.

Image

 

11. Activate AutoKey (at the bottom right of screen). In Top viewport, create 400 frame manual animation of the extruded line rotated 360 degrees.When finished, press AutoKey again to de-activate. You need to create at least 5 keyframe in frame 0, 100, 200, 300, and 400.

Image

 

12. Now, click Space Warps icon in Create tab. Change drop-down list to Deflectors. Click UDeflector button and click and drag to create UDeflector anywhere on screen. UDeflector is a type of deflector that uses another object as deflector. In this case, we will use our extruded line as deflector. After you create UDeflector, click Modify tab. Click Pick Object button, and click extruded line in viewport.

Image

 

13. Open Particle View again (press 6 in keyboard). Add Collision Operator into Event 02. Place it in the most bottom Row. While Collision operator selected, in rollout Collision 01, click By List button and choose UDeflector01. Change Speed to Continue to make sure if collision happen, deflector is still moving.

Image

 

14. Select Shape Instance 02 row in Event 02. Right click and choose Copy. Right click again outside any event and choose Paste. A new Event 03 is created with Shape Instance 03 and Display 03 row. Connect Collision 01 row in Event 01 with Event 02. Select Shape Instance 03 row, and in rollout activate Animated Shape, Sync by Event Duration and Rand Offset=5. Now after Line 01 (user defined deflector) collide with car, car will animate and creating audience wave around stadium. Random offset defined if you want a bit difference when each animation begin.

Note: If the collision is not working, try to flip face normal in Line 01. Maybe its normal is backflip.

Image

 

15. By the time you activate Animated Shape, your system may be working hard to calculate each particle (car). Last step, select Birth 01 row in Event 01, set the Amount you like. Close Particle View window and render your animation. Remember to render only from frame 1. Image below rendered using 1000 particle. After I rendered the animation, I wish I had a supercomputer :)

Image

 

Finished file can be downloaded here (90kb, zipped, 3dsmax8 format)

Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

 

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