Tuesday, May 31, 2011

Day 2

Day 2!

Shall tell you a little more about me (:
I'm 19 going on 20 this year, i am outgoing and friendly!
Personally, I am quite interested in this course. I am better with texturing when it comes to 3D objects. But i am really not good in animation and rigging, especially.

This is the review of me from my group leader. *urgh*

'Once upon a time, you were the prettiest girl in the universe, now you are as fat as the farmer's cow still a little bit stupid though and I, the group leader who is the farmer like to dress you up till you look like a cute fluffy sheep !'
;My Group Leader, Edmund


OKAY, SERIOUS BUSINESS.

For today, we got the storyboards!
We're going to start by doing a Gantt Chart, and we will make sure everything goes smoothly according to our Gantt Chart. (:




I created the template for our Gantt Chart and we will start to plan as soon as our fellow group mates recover, and Mr. Douglas comes in on Thursday.

I also did some research about how to reference in objects from Maya to Houdini.
  • Start by creating a particle system using either the Source from Geometry or Emitter tool on the Create Particles shelf.
  • Apply a directional force to the particles.

  • Instance geometry onto the points.

  • Control the behavior of particles when they collide with geometry using a Collision node.

  • Use a Soft limit particle node to create a boundary with spongy bounces. This POP provides smoother, less jerky bounces than the Limit and Co POPs.

  • Add an Interact node to make the particles attract or repel each other.

  • Set the velocity of the particles with a Velocity particle node.

  • Insert a Speed Limit particle node to set a minimum and maximum velocity for the particles.

  • Apply some drag to the velocity of the particles by using the Drag tool.

  • Add an Attractor node to attract or repel the particles toward/away from a force defined by a Force SOP (for metaballs) or the Force tab of a Point SOP (for other geometry type.

Source: http://www.sidefx.com/docs/houdini9.5/howto/crowds

- Objects have to be saved as FBX file in order to import into Maya.

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