looks too still. to me.
Question: when you set up a scene like that with TS do you actually create motion path for any of those objects? ( ships and fighters) or are they residing in one position on either frame 0 or any other frame of the time line?Suggestion:If you'd create a motion path for each of the objects in the scene you would be able
to "place your camera" to achieve different views at different times as you scroll through frames on the time line thus achieving a better camera angle and capturing ecah object actaully in motion. especially if you apply a little motion blur, say 23-35%.
With this I do not meen that you should render all the frames, You can if you want to, thus: presto! Animated sequence, but you can render just the frame that shows better the balance of the object in the composition and mantain a self realism the overall scene would have aquired with motion paths.
Also by creating and parenting objects to ships, as in beams thus long and tubular in shape and textured with glow properties to each firing ship, you can also add more realism to the imagery.[/color]
Tip! Placeing your camera to obtain an extreme close up of a laser beam firing foreground to background in perspective adds to create a further 3D realism.
For the damages incourred by the beams to the hulls... well it's real simple:
Build or replicate (by selecting polys Copy and paste)the section of the ship you need to have damaged,
just that small section and delete the same selcted poly from your original object. Relax! It's okay! Remember to mantain the pivoting point of both objects in exactly the same spot. Save the new modified object with a different name. Parent the add on you made to the original object thus now the object is made out of two pieces. Again, both sharing the same position for their pivoting point. Further build or copy and past the new piece you have created and apply in modelling the damages caused Ei. a gaping hole. Again this third object must also have the pivoting point in the same position.
Import that third object and parent it again to the original object. You now have the ship in question made out of 3 parts. two that overlap each other exactly. make the dameged piece invisible.
Somewhere (and I sincerely hope this function is available in TS) there should be, maybe in object property, a function to make the object invisible. Hopefully with an envelope operating on the frames of the time line. When the impact should happen in the time line you will make the part of the ship with no damages invisible and the part of the ship with the damages visible. Effective transaction should be about 35-40 frames if you are running at 30 per second animation.
Place and parent a coloured light Usually (red and orange)or more if neaded with flare envelope in the correct place of the dameges and explosion set to happen at same time and add a few other bits of the hull you might have modelled previously and added again by parenting them to the main ship to sustain the damages . Each of those pieces individual motion path should be arraied omnidirectionally. and each pice should have an envelope set to increase spead from starting point.
There are many other settings to make the whole thing look even more real but you could start there.
There are other ways to do this using particle animation envelopes gravity and wind resistence on te particles but that's a hell of a lot more advanced and what I explained to you actually works.Of course TS has volumetric lighting so those light rays can look real cool without ever any need to go and post the whole thing on Photoshop. Not to mention that radiosity should be a contributing factor to emanate further light from those rays effecting other surfaces around thus adding further realism to the whole thing.
Always start with one main light which should effect everything in the scene and then add further lights to either balance it less contrasting effect although in space the light contrast is considerable. and other smaller lights like explosions and retro rockets should be added as needed.[/color]
I hope I was helpfull in explaining this to you War and anyone also who might make use of this information.
Hi all. Nice to see you again,
CougEr
Better than creating life... give life to a creation.NEW OSIRIS STATION