Applying RealPhysics Object Dynamics

Presenter 3D provides the ability to apply physical laws to objects for creating natural and realistic motion dynamics to an already powerful animation system. This enables amateur and professional animators to match effects with less effort and expense with effects created for movies like Toy Story and Fly Away Home on much more expensive systems. Creating exact motion sequences that simulate natural phenomena or physical motion can be a tedious job in 2D and it becomes even harder in 3D. The dynamics that make this possible include Attraction, Collision Detection, Elasticity, Flock, Gravity, Harmonic Motion, Link, Mass, Momentum, Shatter, Spline Path, Torque, Track, and Wind. When used in conjunction with Presenter 3D's Directional 3D Sound(tm), KineMagics Maxx(tm) morphing, speedy rendering, and Digital Clay(tm) modeling, the RealPhysics capabilities add the magic touch and ease of use that turns the Macintosh into a Digital SoundStage(tm) for game, multimedia or broadcast production.



The RealPhysics Object Dynamics

Attraction - Used to assign the strength of a bond between two objects. If, for example, one leaf has a strong bond to a branch while another has a weak one, the latter can be blown away by a strong wind.

Collision Detection - Used to detect when one object comes into contact with another, When this happens, an event marker of the specified color is placed at the exact time of the collision. Because of the special sound capabilities built into Presenter 3D, a specified sound can automatically be caused to occur at every occurrence of that colored event marker. If a ball is bouncing down the stairs, Presenter 3D will show the animation together with the sound of the bounce occurring at the precise moment that the ball hits a step.

Elasticity - The ability to maintain momentum when hitting another object. A 100% elastic object will bounce off with the same momentum that it hit with while an object with 0% elasticity will stop dead. Presenter 3D also applies the appropriate trajectories when collisions occur.

Flock - For group motion with flexible movement within a group such as occurs with birds or planes flying in formation, a school of fish swimming, or a horse stampede.

Gravity - Used to assign a gravity value or select from a series of gravities ranging from the gravity of the moon to the gravity of the sun.

Jitter - Used to assign harmonic motion to create effects like lights flickering, the beating of a butterfly's wings, and the piston movement that drives the wheels of a train.

Link - For fixed group movement where separate objects are locked into position.

Mass - Used in calculations of collisions.

Momentum - This option allows for movement on any axis or any combination of axes and can be set or modified at any point in time with the resulting in-betweening across frames.

Path - Used for controlling the motion of an object along a pre-defined contour with automatic banking control. The use of Path is demonstrated in the geese flocking simulation of the movie Fly Away Home displayed in the Animators section of the VIDI Repository. A similar flying effect could be tailored for eagles, bats, a swarm of bees or mosquitoes, and other flying birds and insects.

Quadruped - This animator developed by Doug Ward and available on the VIDI Repository produces a basic four-legged animal running effect that could be tailored for horses, deer, dogs and a variety of other animals.

Shatter - Lets you blow an object to pieces, a popular effect used by amateur and professional game and animated effects designers. This is effectively demonstrated in the Explosions Tech Report.

Torque - This option allows for rotation on any axis or any combination of axes and can be set or modified at any point in time with the resulting in-betweening across frames.

Track - Used to make sure that the selected object always points at the target object. This is useful for getting cameras, lights, and microphones to "point-at" other animated items.

Wind - This tests the attractive force assigned with the Breakability parameter and based on the assigned strength of the wind, ranging from a light breeze to planetary impact, determines if the object should be sent spinning.

A major added benefit of Presenter 3D's RealPhysics capabilities is the ability to apply multiple effects to single objects or groups of objects. Coupled with the ease of assigning object specific and background sounds at the same time the motion is created, effects like the buffalo stampede, planes flying, and bees swarming are made even more dramatic. As an application example, if a single horse was duplicated to create a herd, you could apply the Quadruped Motion and Flocking animators to the folder containing the herd. With sound automatically applied to each hoof beat and a spline path defined, you could produce a horse stampede similar. The entire effect is automatically created without any keyframing or tedious movement of model parts. When using natural phenomena effects like Wind and Gravity or the harmonic motion effects from Jitter together, they allow you to automatically create the motion effects that occur during a hurricane by simulating objects being blown about and eventually settle to the ground as well as fixed objects that vibrate in place. This could take days to animate using object placement and rotation techniques. With Presenter 3D, such effects could be accomplished by a single person in a matter of minutes.