| Glu3D
Water Dragon Tutorial |
by Jefferson Lim |
|---|---|
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1. Create a Helix Spline.
Radius 1: 50
Radius 2: 10 Height : 110 Turns: 1.5 |
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2. Create a Dummy Helper.
3. Apply a Path Constaint to the Dummy. Then assign the Helix as a path and also Enable Follow and Bank. |
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4. Now create the Glu3D
pouring
system.
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5. Align and Link the
Glu3D
Source Emitter
to the Dummy. (Use the Align Tool) |
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6. Rotate the Source
Emitter so
that the Preview Trajectory Spline would seem to connect and flow from
the Helix.
X:
-90
Y: 180 Z: 0 (View Coordinate
System)
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7. You can play the
animation
from here
to see the results. *The Trajectory Spline is showing how the simulation would closely look like when simulated. *Notice how it flows
going downward in direction...
we'll
need it to flow
along
the Helix Path for this tutorial... |
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8. From the Space
Warps>Glu3D
Forces,
create a Glu3D-Path.
<Check>
Reverse Direction
*You can Also view the motion using
Animation>Make
Preview.Turbulence: 5.0 Frequency: 1.0 Scale: 0.08 |
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9. Delete the floorGlu3D
object
and
Enable the Glu3D Clipping Box.
X:
0
*Particles hitting the floor will be deleted...
helps in eliminating
unwanted particles.Y: 0 Z: 0 |
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10. Now we can start simulating.
Radius:
8
Rate: 5 Variation: 30% LOD: 8 Thickness: 10 Start@Frame:
0
Stop@Frame:
100
Show
Particles (optional)
Gravity: 2
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The Simulation Result
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11.
Now that we have the simulation, we'll transfer it next to PFlow to add
some additional details.
*After loading, the Cache Info will get updated to show that you got your previous simulation now inside pflow! *As you drag the timeslider, you'll notice that, either the particles will disappear at an arbitrary frame, or it would suddenly move towards an outward direction. To fix this unusual issue, you must click on the Source Event in Pflow, under the System Management Rollout, set the Upper limit to something higher. |
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12.
Create a Pwrapper with
these settings:
Detail: 5.0
Drop Size: 0.5 Melt Force: 4.0 Shrinkage: 0.3
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13.
We'll add additional details to the flowing body using PFlow Operators.
*This will add additional bits of
particles that will get off from the body as if droplets of water are
being emitted. Thus will also create bits and lumps for the PWrapper
mesh.
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14. Now, to add the head, you could just create a your own or download the accompanying max file glu3d_water_dragon_head.max (max 6). The head is just a simple mesh object rigged to have an animating mouth opening and closing.
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15. To combine the mesh Dragon Head with the Pwrapped body, we create a new Pflow system:
Emit Stop: 0
Amount: 800
*Hide the Dummies and Bones, and Disable
the Display Ops in Pflow to view the resulting mesh and You're DONE! :D
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Files: A. Dragon Head Max File. B. Final Max File Simulation Setup. C. Final Max File PFlow/PWrapped Setup. *note: you'll need to re-simulate File B in order to see the result of File C. |
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| Glu3d for Max, www.3daliens.com created at October 30, 2005 |