Wednesday, 3 January 2018

Collider Body Tags/Physics Aspect

When implenting the movement of our astronaut into our scene, we found it to be imperative that, as an object, he physically reacted to everything around him in the scene. Initially when importing the character, we found that his interaction with the plane in which he was situated was unrealistic. This is because that the programme was treating either object and insolid and malleable. This meant that when moving, his body parts would often penetrate through the surface, obviously looking unfeasible, as the rock surface would be hard and impenetrable in a real life context. In order to counter this, we used collider body tags. Luckily, in my early motion graphics practice, I came across using collider bodies in order to make two objects react with and impact one another in a realistic way. This meant I was conveniently able to apply this knowledge to every scene, which was a huge help.



As can be seen in the bottom right side of the screen, adding this dynamic body tag facilitated us making the movements as realistic as possible, as it meant we could adjust variables such as the friction of the surface and the elasticity, which are factors that independently affect the way in which an object would react to it when coming into contact.


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