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 Post subject: Specific water animation help needed
PostPosted: Tue Feb 02, 2010 10:01 pm 
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Hey question for you good people,

Im trying to create a simple animation where you have a flat calm plane of water that has an object rise slowly up out of it and causes ripples and some water drips off the object. How exactly do I have to assign my objects in the fluids panel to make this work properly? Assume I have a square domain and a square the will rise through the water to be revealed to make explanations easier. Thanks!

~PB

*PS* I assume I need to use volume water in this instance, not a inflow?


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 Post subject: Re: Specific water animation help needed
PostPosted: Tue Feb 02, 2010 10:26 pm 
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The way I've heard of this being done before is to film it collapsing into the water, and then reversing it. I think you'll have more luck doing it that way.

Other than that, I don't know anything helpful, though...sorry.

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 Post subject: Re: Specific water animation help needed
PostPosted: Wed Feb 03, 2010 11:15 am 
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Do you have to use the fluid sim? I have had bad experiences with it, but that was on a family computer with 256 MB of RAM. Haven't tried it on my personal computer.

Anyway, what I would do is use a wave modifier or two or three for the ripples and a particle system for the water dripping off the object. I usually do not work much with fluids so this may not work the way you want it.

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 Post subject: Re: Specific water animation help needed
PostPosted: Wed Feb 03, 2010 12:55 pm 
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Congratulations, you have been nominated to give this a try and report back to us on how it works! :wink: Make the rising cube an obstruction object and set the size of the domain up as high as you can, increase the time value to 1 (by default its<1 = slow motion) then animate the cube moving up, maybe have it bounce and rock to the side a little when it breaks the surface and then bake and see how she goes.


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 Post subject: Re: Specific water animation help needed
PostPosted: Wed Feb 03, 2010 9:52 pm 
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running into a bit of a problem, how the hell do I make my water still initially? Sort of like a pool. Like ive watched a bunch of vids that have a nice still pool of water but every time I bake my liquid to the domain, it floats in the air spontaneously and then drops despite the fact the liquid box is at the bottom of my domain.


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 Post subject: Re: Specific water animation help needed
PostPosted: Thu Feb 04, 2010 12:37 pm 
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What you need to do is get the water simulation to start later in time. My animation in this example is 150 frames long at 25 frames per second. That's 6 seconds in total. So, to get the simulation to start later in time, I entered the following details in the fluid simulator.

Image

Start time of 1 (1 second into the simulation) allows the fluid to 'settle' for 1 second. End time of 7 making a total of 6 seconds of fluid simulation. Which is correct for the 150 frames.

I must admit, when I tried this the fluid wasn't in sync with the moving obstacle but that just involved changing the keyframes for the obstacle in the IPO editor.

Hope this helps

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 Post subject: Re: Specific water animation help needed
PostPosted: Mon Feb 08, 2010 6:36 pm 
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not goina lie thats kinda odd on the devs part for doing it that way, but thanks!!!


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 Post subject: Re: Specific water animation help needed
PostPosted: Tue Feb 09, 2010 1:11 pm 
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Pure_bordem wrote:
not goina lie thats kinda odd on the devs part for doing it that way, but thanks!!!

No, think about what is going on, your are starting your bake with an obstacle under the water. Eather you started with the water as an object over the top of the obstacle or else it was occupying the same space! You start the animation and blender moves the water to where you want it to be. If you would rather you can model the water to be around the displacement object from the start but you still need blender to recalculate the surface interactions so it will always have to move at the star of any sim.


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