Forum: Vue


Subject: Makeing ecosystem objects all face the same direction

hobepaintball opened this issue on Nov 20, 2009 · 12 posts


hobepaintball posted Fri, 20 November 2009 at 6:02 PM

I am importing low res poser animations as ecosystem objects. It is working very well except the individuals are facing different directions. how can i get them all to face the same direction?


Rutra posted Fri, 20 November 2009 at 6:05 PM

Edit ecosystem material -> Scaling & Orientation -> Rotation -> 0.


hobepaintball posted Sat, 21 November 2009 at 4:49 AM

Thank you Rutra, you were 100% correct with your 0% reccomendation. I had tried that but had done so at the same time as trying something else and everything came out badly. I now have 100's of thousands running poser people, streaming on without end, because I used a dynamic ecosystem. The render time is unspeakably slow do to the ecosystem calculations, but i'm setting up the render farm again and give it a shot on that.


Rutra posted Sat, 21 November 2009 at 4:55 AM

You're welcome, I'm glad it worked.


hobepaintball posted Sun, 22 November 2009 at 3:22 PM

http://www.youtube.com/watch?v=wafFViroXGc

This is the 13 second shot I made.
Thanks again for the help


Rutra posted Sun, 22 November 2009 at 3:25 PM

Wow, that's massive!! How many soldiers are there?

Did you notice that their feet are not touching the ground?


hobepaintball posted Sun, 22 November 2009 at 5:24 PM

Quote - Wow, that's massive!! How many soldiers are there?

Did you notice that their feet are not touching the ground?

There are probably more than a million.

For the larger render i have moved the eco system down 12cm. I didnt see the error so thank you for the catch. Now running the final render at 1280x720


Teruchan posted Tue, 24 November 2009 at 12:22 AM

 I can't imagine how long that will take in HD.  In the distance they seem to become little more than a solid mass though, making all that system calculations for naught. Maybe some slight color variations could make things separate a bit more.

____
The Real Teruchan


hobepaintball posted Tue, 24 November 2009 at 5:26 AM

I am so happy with the result it will stay as is for now. Since I travel for my job a week at a time i just lowered them a little (thanks for the catch Rutra so the don't hover above the ground) and set off the HD render. When i get home Wednesday night (yea short week) i will have 1000 still images that i can then composte into the video. I have another PC churning out a different scene in poser while I'm away too.

In my fantasy for a future scene i would replace the 2 enemy types with 10 types and replace a single anamation cycle with maybe 3 or 4 cycles, but i had a weekend goal of overcomming my prior limitations of about 15 actors in Poser.


hobepaintball posted Thu, 24 December 2009 at 9:51 AM

Here is an update with a link to the finished clip. I ended up dropping the perfectly ordered march in favor of more chaos, still with no colisions.

http://www.youtube.com/watch?v=jUxNSFPsV8s


Rutra posted Thu, 24 December 2009 at 12:10 PM

That's a lot of soldiers! :-)
In some points, some are still hovering above the ground, maybe because of some irregularities there.
What happened with the background ecosystem in 0:06? It seemed to completely change the distribution.


hobepaintball posted Sat, 26 December 2009 at 2:54 PM

it seems the soldiers height relative to the ground is set where the are generated  and so as the ground is uneven it has some unpredictable result as they move from their origins. i may re-evaluate the scene keeping them on a perfectly flat plane. I had to cut the scene twice because the height errors seemed to get worse with time