<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.3.3" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	>
<channel>
	<title>Comments on: Like water off a cat&#8217;s back</title>
	<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/</link>
	<description></description>
	<pubDate>Mon, 13 Feb 2012 05:11:23 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.3</generator>
		<item>
		<title>By: Floyd Bishop</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-35</link>
		<dc:creator>Floyd Bishop</dc:creator>
		<pubDate>Mon, 24 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-35</guid>
		<description>It is possible, but we probably won't need to do that in the short, as Buck will get splashed pretty quickly. We're using Real Flow for the fluid simulation, and Maya fur for the hair solution. One way to do it would be to kick the Real Flow simulation out as particles rather than a finished mesh. You then bring that info into Maya, and use Maya Hair dynamics to drive the fur. Make the particles interact with the hair, which will then bend the fur. For this specific test, I wanted to see if I could make water that looked like water, and I wanted to see if I could make soft, fluffy fur look wet. I wasn't too concerned with the dynamics of the fur.</description>
		<content:encoded><![CDATA[<p>It is possible, but we probably won&#8217;t need to do that in the short, as Buck will get splashed pretty quickly. We&#8217;re using Real Flow for the fluid simulation, and Maya fur for the hair solution. One way to do it would be to kick the Real Flow simulation out as particles rather than a finished mesh. You then bring that info into Maya, and use Maya Hair dynamics to drive the fur. Make the particles interact with the hair, which will then bend the fur. For this specific test, I wanted to see if I could make water that looked like water, and I wanted to see if I could make soft, fluffy fur look wet. I wasn&#8217;t too concerned with the dynamics of the fur.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Floyd Bishop</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-36</link>
		<dc:creator>Floyd Bishop</dc:creator>
		<pubDate>Mon, 24 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-36</guid>
		<description>It is as complicated as you make it. For our short segemnt, we'll just be modeling a small set for the characters to act in. We could model the entire school, with desks, chairs, etc, but that would be overkill unless we need to see all of that. What we often do is to render out the background seperate from the characters, and then comp them in. This allows us to render the background only once, and then composite the characters over top... a la 2D cels over a painted background.</description>
		<content:encoded><![CDATA[<p>It is as complicated as you make it. For our short segemnt, we&#8217;ll just be modeling a small set for the characters to act in. We could model the entire school, with desks, chairs, etc, but that would be overkill unless we need to see all of that. What we often do is to render out the background seperate from the characters, and then comp them in. This allows us to render the background only once, and then composite the characters over top&#8230; a la 2D cels over a painted background.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stephen Levinson</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-33</link>
		<dc:creator>Stephen Levinson</dc:creator>
		<pubDate>Thu, 20 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-33</guid>
		<description>Those are great programs from what I've heard... Now when you're animating like in a street or something, do you have to have the ENTIRE neighbor hood env thats HUGE when animating the characters in that area? Let me make it more clear. Lets say I want to animate my character ontop of a building, and there are buildings in the bkg. Is it like a HUGE playset and you put ur character on one of the roofs? Im really interested in 3d but it seems SOOOOOOO complicated.  -Steve</description>
		<content:encoded><![CDATA[<p>Those are great programs from what I&#8217;ve heard&#8230; Now when you&#8217;re animating like in a street or something, do you have to have the ENTIRE neighbor hood env thats HUGE when animating the characters in that area? Let me make it more clear. Lets say I want to animate my character ontop of a building, and there are buildings in the bkg. Is it like a HUGE playset and you put ur character on one of the roofs? Im really interested in 3d but it seems SOOOOOOO complicated.  -Steve</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: josh miller</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-34</link>
		<dc:creator>josh miller</dc:creator>
		<pubDate>Thu, 20 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-34</guid>
		<description>that wet fur looks amazing! can the software calculate when the water collides and then "bend" the fur in the direction it was hit-- so it could kinda push down when it's hit with water...&lt;br /&gt;&lt;br /&gt;not going to lie, i just played the water movie like 10 times.</description>
		<content:encoded><![CDATA[<p>that wet fur looks amazing! can the software calculate when the water collides and then &#8220;bend&#8221; the fur in the direction it was hit&#8211; so it could kinda push down when it&#8217;s hit with water&#8230;</p>
<p>not going to lie, i just played the water movie like 10 times.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stephen Levinson</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-27</link>
		<dc:creator>Stephen Levinson</dc:creator>
		<pubDate>Tue, 18 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-27</guid>
		<description>I have a question... When doing fur on animations, do you have to create each differnt piece of hair? I've alwsays wondered that.   -Steve</description>
		<content:encoded><![CDATA[<p>I have a question&#8230; When doing fur on animations, do you have to create each differnt piece of hair? I&#8217;ve alwsays wondered that.   -Steve</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Floyd Bishop</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-28</link>
		<dc:creator>Floyd Bishop</dc:creator>
		<pubDate>Tue, 18 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-28</guid>
		<description>Well, yes and no. The computer generates the hairs based on maps you create. If you want longer hairs in one area, and shorter hairs in another, you paint a greyscale map where black is short hair and white is long hair. The computer will then generate accordingly. &lt;br /&gt;&lt;br /&gt;When it comes to animation, you control guide hairs, which in turn control a larger number of render hairs. The computer interpolates the hairs between these guide hairs. &lt;br /&gt;&lt;br /&gt;For example, if one guide hair looks like this "_" and another one looks like this "&#124;", then the hair between the two that the computer creates will look like this "". You will end up with this result in the render "_&#124;". Ascii art doesn't really do it justice :)</description>
		<content:encoded><![CDATA[<p>Well, yes and no. The computer generates the hairs based on maps you create. If you want longer hairs in one area, and shorter hairs in another, you paint a greyscale map where black is short hair and white is long hair. The computer will then generate accordingly. </p>
<p>When it comes to animation, you control guide hairs, which in turn control a larger number of render hairs. The computer interpolates the hairs between these guide hairs. </p>
<p>For example, if one guide hair looks like this &#8220;_&#8221; and another one looks like this &#8220;|&#8221;, then the hair between the two that the computer creates will look like this &#8220;&#8221;. You will end up with this result in the render &#8220;_|&#8221;. Ascii art doesn&#8217;t really do it justice <img src='http://archives.frederatorblogs.com/monsters/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike Milo</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-29</link>
		<dc:creator>Mike Milo</dc:creator>
		<pubDate>Tue, 18 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-29</guid>
		<description>Looks cool! I'm looking for ward to seeing some animation!</description>
		<content:encoded><![CDATA[<p>Looks cool! I&#8217;m looking for ward to seeing some animation!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Floyd Bishop</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-30</link>
		<dc:creator>Floyd Bishop</dc:creator>
		<pubDate>Tue, 18 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-30</guid>
		<description>We're doing the character turn arounds and boards right now as well. I'll try to post some of that stuff in the near future.</description>
		<content:encoded><![CDATA[<p>We&#8217;re doing the character turn arounds and boards right now as well. I&#8217;ll try to post some of that stuff in the near future.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stephen Levinson</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-31</link>
		<dc:creator>Stephen Levinson</dc:creator>
		<pubDate>Tue, 18 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-31</guid>
		<description>Floyd, What program are you using for Six Monsters?   -Steve</description>
		<content:encoded><![CDATA[<p>Floyd, What program are you using for Six Monsters?   -Steve</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Floyd Bishop</title>
		<link>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-32</link>
		<dc:creator>Floyd Bishop</dc:creator>
		<pubDate>Tue, 18 Apr 2006 00:00:00 +0000</pubDate>
		<guid>http://archives.frederatorblogs.com/monsters/2006/04/18/like-water-off-a-cats-back/#comment-32</guid>
		<description>Not to get all techie, but we're using Maya 7 for the animation, probably rendering with Mental Ray. I used Real Flow for the fluid simulation. The fur is Maya fur.&lt;br /&gt;&lt;br /&gt;We're also using pencil and paper for all the boards, turn arounds, and such.</description>
		<content:encoded><![CDATA[<p>Not to get all techie, but we&#8217;re using Maya 7 for the animation, probably rendering with Mental Ray. I used Real Flow for the fluid simulation. The fur is Maya fur.</p>
<p>We&#8217;re also using pencil and paper for all the boards, turn arounds, and such.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

