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As we all learned in school, sometimes the best way to learn is to look at someone else's work. With that in mind, here is a collection of scenes that show how various things can be done. Load up a scene and study how it was put together... see how different people solved the same problem in different ways. For example, in the Tutorial section you learned how to use the InheritEnd function to control a hand, but here you'll find a different scene that uses the CycleBranchMorphFrame function instead. The differences between the two methods are interesting and are worth keeping in mind as you create your own scenes.
All scenes are in (messiah_content\Scenes\Samples) unless otherwise noted.
messiah:animate & messiah:studio |
Clownfish This is a series of scenes featuring a little clown fish, not unlike in that movie. I forget what the name of that movie was. I think it was Jaws. Click here for information about the scenes and how to use them. Note: These scenes uses the Fish_Dynamics.msa and Fish2_Motion.msa scripts (in modules\scripts), which if you are into scripting, you might want to check out.
Whale_rig.mpj This is a great Blue Whale setup, which goes along with the Clownfish rigs (and from the same creators). Very nice and easy to use! Note: This scene uses the Fish_Whale_Motion.msa script (in modules\scripts), which if you are into scripting, you might want to check out.
MetaEffector_Sample_01.fxs This is a simple scene that shows the effect that the MetaEffector tool can have on Soft Body Dynamics. Load the scene and press Play. Then select the MetaEffector_Effector item in the Item List and go into Setup and change the Field of Influence type to something else. When you go back to Animate you'll see how that new influence type works. Note, however that if you choose All Connected the object will just fall away, because no points are holding it up.
T-Rex:
DonsDino_01.fxs
(messiah_content\Scenes\T_Rex\) This is the animation
created by animator Don Waller (Jurassic Park,
Disney's Dinosaur,
When Dinosaurs Roamed America, etc.).
LightWave_Dons_Dino_01.lws (messiah_content\Scenes\Third_Party_Samples\) The same as above, but saved as an Embedded Scene for LightWave. Load the scene into LightWave, then go into messiah to make adjustments to the animation.
Max_Dons_Dino_01.max (messiah_content\Scenes\Third_Party_Samples\) The same as above, but saved as an Embedded Scene for 3D Studio Max. Load the scene into Max, then go into messiah to make adjustments to the animation.
T_Rex_LazyAnimator_01.fxs (messiah_content\Scenes\T_Rex\) This is an animation setup created by Frank Aalbers that shows how expressions can make animating easier and faster. As this scene is right now, it has some limitations (for example, the position of the body isn't animatable) so it makes for an interesting project: improve it.
Bone Blender:
Bone_Blender.fxs This scene shows how you can use
bones in morph targets to modify their shape on the fly. In
the scene, Smiler's eyes are moved using morphs, but his
mouth has bones. When you load the scene, select the
Morph_Slider and
you'll see that two of the channels go to regular morph targets but
the third one (Smiler_Base.lwo_1) goes to a duplicate head that
has bones in it and animation on those bones. You can morph
to that bone setup by just moving that slider channel to 1.0.
When it is there, you can animate using the bones. Using this
method you could, for example, morph between two different wing
flapping cycles of a bird, and because they're bones not morph
targets, you can modify those cycles at any time.
Note: This
is the world's worst bone setup-- the teeth get pulled badly-- but
it's just here to show the concept.
Butch:
Butch_01.fxs A human muscle-man torso by
Taron. This is an example of expressions-controlled
morphing. There's a slider that has two visible channels, and
these are user controlled morphs, but there are also two hidden
channels that are controlled by expressions. There are no
muscle bones in this scene. All of the muscle flexing is done
with a morph controlled by the angle of the arms.
Changing
Expressions Order:
ChangeExpressionOrder.fxs Go to the Expressions
List (Command tab) while this scene
is playing and watch what happens if you change the order that the
expressions are calculated in by dragging and dropping
them. Ball 2 gets its position from Ball 1, and Ball 3 gets its position from Ball
2. If
you change the order of the expressions, Ball 3
looks at
Ball
2's position
before Ball 2 has Ball 1's information. In that case, since
Ball
2 has no
animation of its own, that's what Ball 3 sees.
Character
Groups:
Character_Groups.fxs This simple scene illustrates
how Character Groups works. It has two groups, and
"Auto Select" is enabled, so any time you choose one of the balls,
the whole group gets selected. The second group has some
channels included too, so when you choose that group, all of the
channels in it can be edited in the Motion Graph at the same
time.
Charlie:
Charlie_Setup.fxs This is another full character
setup by Carl Davis. It uses a wide variety of techniques,
including bones, IK, Spherize,
expressions, and morphing.
Doggy:
Doggy_01.fxs A dog setup created by Taron.
It's a rather simple bone setup using only a handful of expressions
(mostly to control the squash of the feet). The legs are
controlled by goals that are at the bottom of the Item
List. The rest of the bones (or most of them) can be
animated with forward kinematics.
Dummy
Character:
Dummy_Setup_01.fxs A great character setup by
Patrick Van Pelt. Load it up and play around.
Elbow:
Elbow_Setup.fxs This setup by Carl Davis shows a
good way of setting up an arm so it bends correctly.
Hand Pose
Slider:
Hand_Pose_Slider.fxs Pat Van Pelt again.
This hand pose slider works differently than the one in the
tutorials. It uses CycleBranchMorphFrame instead of
InheritEnd. With this method, the hand is posed in
negative frames (a fist at frame -2, pointing at frame -3,
etc.).
Juggler:
Juggler.fxs Another Patrick Van Pelt setup.
This one shows two arms juggling two balls. It uses bones,
muscle bones, sliders, and dynamic parenting.
Leg Cycle:
Leg_Cycle.fxs Another Patrick Van Pelt
setup. This is an example of setting a walk cycle to a null,
so the walk is controlled by the position of the null. Move
the null forwards or backwards and watch the legs go.
Expressions, baby yeah!
MetaNurb Settings Using
Sliders:
MetaNurbSwitch_01.fxs This illustrates how to use
a slider to control whether MetaNurbs is on or off for an object,
and lets you set the subdivision level. This is great when
you have many objects and they're buried in
hierarchies; you don't have to search for them to turn
them on, you can tie them all to one slider and turn them on or off
at once. See Tips & Tricks in the Tutorial
section for more info.
Monte:
Monte_01.fxs A full character setup. This
uses lots of techniques: Bones, FlexMotion,
CycleBranch expressions, etc. It was modeled by Thad
Clevenger, textured by Richard "Dickie" Payne, and set up by Ron
Griswold, our top Technical Director. For information about
how to use the setup, click here.
Note: There's also a Linked
Scene with Metamation.
Morph Blender With
Bones:
MorphBlender_with_Bones.fxs This scene is a simple
example which shows that you can have a Morph Blender object
(a head) that's moved with a bone. See also the tutorial in
the Video Tutorials section.
Morph Blender With
Bones--Wormler:
MorphBlender_with_Bones.fxs Another example of
using bones in a Morph Blender object. This one has
Wormler's mouth opening and closing using morphs, while his head is
twisting around using bones. Not a beautiful piece of
animation, but it makes its point. See also the tutorial in
the Video Tutorials section.
Moving Pivot Point:
Moving_Pivot_Point.fxs Play this scene and watch
the pivot point move. This illustrates messiah's
animatable pivot points. But then I'm sure you guessed that
already.
Puppet Master With Morph
Blender:
PuppetMaster_With_Morph_Blender.fxs This scene
shows a Puppet Master setup (ball Top, Middle, and Bottom)
where the middle section also has Morph Blender
applied. Using this technique, you can do many wonderful
things. For example, you could have a Puppet Master
character and use Morph Blender for the face. Or, if
you could morph to a bulging muscle when the character flexes its
arm.
Softbody Collision:
Collision_Ramp.fxs Softbody Dynamics with
Collision Detection is on display here. There's also a
slider that controls some of the Softbody properties. It's
fun to play around with. Just hit the "back to start"
button (|<<) to start over.
Softbody Collision
#2:
Softbody_DrapeSlide.fxs Another Softbody
Dynamics with Collision Detection scene. This one
shows a ball with a cloth falling onto it. The cloth forms
around the ball, then slides off.
Softbody Collision
#3:
Softbody_Pillow.fxs One more Softbody
Dynamics with Collision Detection scene. This one
shows a rather fluffy and light pillow being dropped onto a
ball. Compare the Softbody settings of this scene to the
previous one; that should distract you long enough for me to
finish my evil plot to take over the world.
Spherize Muscles:
Spherize_Muscles_01.fxs Another Patrick Van Pelt
setup. This scene shows how the Spherize effect can be
used to create muscle bulges. It's a bit complex though,
because it's really just a test scene that Patrick used to learn
about Spherize, but it's being included here because it's
fascinating and educational.
Spider:
Spider_Setup_01.fxs Another Frank Aalbers
setup. This one is a spider with expressions controlling its
legs. Just move the spider around and the legs automatically
move as they're supposed to.
Tia:
Tia_01.fxs Another Taron setup. Tia is a
head and neck of an anime-type girl. The facial animation is
done with bones and Muscle Bones, but they're assisted by
expressions-controlled morphs. What this does is allow the
model to be altered in ways that would be difficult (or impossible)
using morphs or bones alone. The morphs help form the natural
creases that appear on a face when certain muscles are
pulled. To look at the bone setup, hold down the
Control key (CTRL) and left-click once on the N to
the left of Skeleton:Bone_Deform. Do the same thing
but right-click to get it back to N to hide the bones.
Bones that shouldn't be animated are Hard-Locked (so you can
turn on Hide) and have "NA" at the beginning of their
name. And yes, that's Softbody Dynamics on her
hair.
Wormler:
Wormler_01.fxs Wormler is a setup created by Ron
Griswold to illustrate FlexMotion with the Squash &
Stretch feature.
messiah:render (for messiah:studio users only) |
The following scenes show how you can play with the layering of materials. They were created in response to a Tech Support question about how to blend multiple layers, and we thought they would be of general interest so they're included here. These are just samples and are not necessarily the only way to do this. These scenes are also in the messiah_content\Scenes\Samples folder.
RayDistance_Sample_SimpleFog.mpj This shows how to use RayDistance to create a quick, easy to adjust fog. The Depth output of RayDistance is applied to the Opacity of the Foreground surface. As you can guess, what this does is make the foreground more or less opaque, depending on the distance (depth) from the camera.
RayDistance_Sample_CrazyFog.mpj This is similar to the above, but it uses a Gradient to control the color and opacity of the fog. (The Alpha channel of the Gradient markers controls the opacity.) The Alpha channel on the last marker on the Gradient is set to 50% so you can see through the "fog" at its maximum depth. The background color is bright red to make it more obvious what's going on with the Alpha setting of the fog.
RayDistance_Sample_UnderWater.mpj Not only does visibility under water drop off quickly (in a short distance), but so does color. This scene shows how to use RayDistance, a Gradient, and ColorCorrection to achieve this effect. The Depth channel of RayDistance goes into the Gradient, which converts the data to a range that then goes into the Saturation input of the ColorCorrection node. The Depth channel also goes directly into the Color, Contrast and Pinch inputs of ColorCorrection. Those control the thickness of the fog (visibility). Finally, the output of ColorCorrection goes into the Color input on the Foreground material.
ColorCorrection_Shader_Sample.mpj In this scene, the ColorCorrection shader is applied to the Ball_1 material. Try playing with some of the settings. Just keep in mind that when Pinch is at 1.0 it will override any Hue and Saturation settings.
DollEyes_v1.2_demo_A.mpj - This shows a setup for eyes and the blood vessels. By the way, DollEyes now supports Global Illumination.
DollEyes_Shader_Sample.fxs - This is just a basic eye setup. You can render different frames to see what it looks like from different angles. (The eyes are targeted to a null that is moving.)
DollEyes_Shader_Sample_Textured_A.fxs - This version uses a Gradient and Noisette to add some color to the iris.
DollEyes_Shader_Sample_Textured_B.fxs - This version adds on to version A by adding additional shader nodes, such as the BasicShader and another Gradient.
Burn_Material_01.fxs This scene shows how Effectors can be used to "burn away" a surface. It uses WeightSpot and Gradients. There are, of course, other ways to achieve this effect.
WeightSpot_Rust.fxs This sample scene, by Simeon Nasilowski, shows how the WeightSpot shader and Effectors can be used to control the appearance of rust on an object.
WeightSpot_Smoke.fxs This sample scene, by Simeon Nasilowski, shows how the WeightSpot shader and animated Effectors can be used to simulate smoke on a plane.
LightSystem_Sample.mpj This is a sample of using Materials with lights, and using lights in Render Groups.
ImageFilter_Sample.mpj This shows how the Image Filter material is set up.
TextureMap_CurveWeight_Sample.mpj This shows how a Texture Map (image map) is set up using a weight tool as the mapping type (instead of Planar, Cubic, etc.)
TextureOpacity_OpacityOnly.fxs This sample shows how to use more than one layer of materials. In this example, one layer shows through to the next by using the shader's Opacity setting. In this case, I used Noise, so you can see through some parts, but not others.
TextureOpacity_OpacityTransparency_Noise.fxs This one uses Transparency & Opacity. I just used the output of the Noise shader to control the Opacity of the layer and the Transparency of it. So what you get is that the transparent areas will show through to the next layer.
TextureOpacity_OpacityTransparency_Matte.fxs This one is similar to the Noise one (above) except that you control the Transparency and Opacity by adjusting the color of the Matte. The lighter you make the Matte shader that's attached to Layer_1, the more it will use Layer_1 in the render. The darker it is, the more it will use Layer_2. Layer_1 also has transparency, so if you make the Matte shader white (so only Layer_1 renders), it will be transparent (but there is specularity, so you will see that).
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