Cyberpunk City Relaxing Rain

Another test with more cyberpunk stuff that i decided to turn into a background ambience loop.
This is a combination of 3D and AI image creation.
The city is a 360 AI image created using a 3D city model as a base that I used for my other cyberpunk animation. I then just added some vehicle lights, building lights and some extra signs and video screens.
The small distant rain effects are created with various procedural shaders and the close up rain drops are from a free rain video clip.
Audio is just a mixture of free sound effects.

Пікірлер: 5

  • @jasmineflower9879
    @jasmineflower9879 Жыл бұрын

    Long is the long long Night here.....

  • @Ru5tyBlade
    @Ru5tyBlade Жыл бұрын

    Awesome loop! (guy from twitter asking for rigging help btw)

  • @sibience

    @sibience

    Жыл бұрын

    Hey, thanks! So I had a look at my blend file and it's pretty complicated. I actually had problems working out what I did myself after going back to it after so long and I had writen notes :D. I will do my best to try and explain it but I'm not sure you will be able to follow without a tutorial. Hopefully though it may offer some help and give you the general idea so you can come up with your own solution. I may try and put together a quick tutorial at some point with a more simplified example if I get time. Ammo belts: So I created empties which were aligned to the pivot point inbetween each bullet. So I had abround 100 empties for each ammo belt. I then linked those empties together using a rigid bodies constraint set to hinge. I also had them limited by angle so in the end they would only rotate within a set angle range so the ammo belt would look a bit more rigid. Each empty was then parented to one of the individual bullet meshes. In my case I started at the rear so the first empty would be parented to the bullet infront of it and so on until the end. In the hinge constraint I also set the first and second objects in the "objects" section as the bullet infront and behind each empty. I then also addded a rigidy body to all my individual bullets. The first and last being set to "animated" and the rest set to dynamic. The bullet nearest the gun was also parented to another empty which was then parented to the arm bone. I also had collision meshes on the the parts of my model I didn't want the bullets passing through. I did my animation and ran a rigid body simulation. Once I was happy with how the sim looked I set up bones on my main armature. I had about 25 bones for each ammo belt, so about one bone for every 4 bullets. Each bone had a constraint that was copying the location and rotation of the first bullet at the base of the bone. It also had a damped track constraint following the axis of the last bullet at the tip of the bone. I did this for all the bones. This is basically allowing the bone chain to follow the rotation and location of the bullet rigid body simulation. As I was making this to work in game engines I tried to limit my bones but if you were staying within Blender you could just have a bone for every bullet if you wanted. So because of that I had two rigs for this model. One was a full rig and the second was a game ready rig. The game ready rig is basically just less bones and they are just tracking the base rig bones. This is so you can export a much more simplified rig at the end. The final thing was that I created a single mesh for all the bullets, one mesh for each arm. This was then parented to the game rig with automatic weights. Again this last stuff was mainly because I wanted it to work in real time and game engines but if you are staying within Blender you only need one rig and you could just leave your bullets as single meshes. I used a simular technique for all the moving cables on the back too although I was parenting to vertex groups instead. Hope this is of some help and feel free to ask if there's something I can clarify.

  • @Ru5tyBlade

    @Ru5tyBlade

    Жыл бұрын

    @@sibience what kind of tutorials do you reccomend I learn before I tackle this head on?

  • @sibience

    @sibience

    Жыл бұрын

    ​@@Ru5tyBlade I would say tutorials on rigging, bone constraints and rigid body physics.

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