Tuesday, November 28, 2023
HomeVisual EffectsTutorial for creating non-destructive assault swipe meshes in Maya (Maya攻击刀光)

Tutorial for creating non-destructive assault swipe meshes in Maya (Maya攻击刀光)


DArius%20Autos

Hello Realtime VFX!

I noticed just lately a publish about “Soulercoasters”, and thought that I might share the most effective technique I’ve discovered for making mesh swipes for assault animations. That is the approach I at all times use when making assault swipes on League, as you possibly can see within the picture above the place I made these for Excessive Midday Darius.

The explanation that this technique is sweet is as a result of it focuses on working non-destructively – that’s, by doing sure steps in maya we create a mesh which we will simply replace with out destroying any of its attributes, prefer it’s UVs. It’s additionally simple to regulate the form of it when you see it in sport, by simply dragging round a number of handles – no guide poly modelling required:

image

Please obtain this PDF to see the total tutorial. It’s additionally principally translated into Chinese language, for our Chinese language talking artists on the market :slight_smile:

Maya攻击刀光
Making Assault Swipes in Maya (Actual Time VFX).pdf (1.5 MB)




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Oooh that’s so nice Oli!

Thanks for sharing :sparkles:



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Oh that appears actually good, at all times had a wrestle creating these meshes so good to see a correct workflow for it.



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Thanks for this one, it’s nice!

Cool! I’m doing one thing comparable! A colleague from work gave me a tip a few approach like that and I got here up with one thing alongside these traces in Houdini.

For the curious ones:

In Houdini I connect two locators to the weapon socket, one for the outer fringe of the blade and one for the internal edge. For each body of the animation I spawn one level on every of the positions of the 2 locators. Then I exploit these factors to create two curves (and outer one and internal one). The Sweep SOP can create a mesh from these two curves. To get extra smoothness and even triangulation you possibly can resample and clean the curves with the respective Houdini nodes. And the cool factor about doing it like this: It’s totally procedural per weapon. So the curves don’t must be drawn by hand. If an animator modifications the animation Houdini can re-export the mesh with a number of clicks!



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That sounds actually superior!

I undoubtedly assume this course of could possibly be automated higher, that course of you’ve made sounds nice.



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That works nice so long as the animations are good and fluid. When you get to the snappier 1 body swipes, it crumble sadly. (My worst one was a spinning assault that did two full rotations in 6 frames :S ) Having it curvebased prevents this.
Should you rely totally on the animation, there’s no large profit to utilizing meshes over ribbons.



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100% this. Generally you need to make meshes that will likely be used to indicate the motions of the animations, and ribbons and trails crumble actually fast the quicker the animation is. That holds true for each attaching one thing in Houdini to make a mesh path, and utilizing trails in engines. There’s instances when all you want is a hoop or cylinder that roughly matches the trail of an animation, and also you’ll be panning your materials so shortly on that most individuals received’t ever discover it doesn’t fairly match completely.



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In my case ribbons in UE4 supplied actually dangerous UVs (faceted) which is why I wished to offer with a mesh-based one. For snappy animations the approach generally breaks a little bit. Then I manually alter the curves in Houdini and that often works out. For that case I don’t actually have an answer for easy methods to keep correct supply recordsdata.

Thanks a lot for this ! Superior …



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Thanks for share! im actually like league!



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This has been SO useful for my senior capstone sport challenge. I used it for our fowl character’s wing assault! https://i.gyazo.com/e0c771a21c992b6e6c3ab1b52682ea53.mp4

Wonderful! Thanks for sharing with us!

Yaaay, thanks very a lot, good sir!

Beginner right here!
Would anybody know if Blender generates meshes utilizing curves like Maya? How is it referred to as?



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You could possibly use a “Curve” modifier in a subdivided aircraft to attain the same impact

Thanks very a lot, stunning detailed tutoriall!

Did you ever discover out one of the simplest ways to do it blender?

Hello, mate!

At the moment I didn’t really want to go for that particular resolution as I didn’t want it to have pixel excellent precision, so I simply used an everyday disc-ish mesh, utilizing a Cylinder, deleting each prime and backside faces, scaling within the prime vertices after which deciding on all vertices, hitting S, then Z and eventually 0, squashing it right into a a disc mesh, however with a gap on the middle.

Although just lately I needed to work on a Slash and discovered this: MotionTrail3D: Sword Path Tutorial – YouTube
This looks as if what is completed right here by Beardilocks, however utilizing Blender.

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