Features | |
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Crash and Burn |
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Spot Focus : Good Stuff |
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Percy jackson and the Olympians |
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Making Of Long Journey |
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The Making Of Salty |
News Headlines | |
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Baby Data |
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Brickyard VFX for Toyota Nascar |
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IT'S ART Archive |
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This Shall Pass Too |
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CG Gallery Awards - Febuary 2010 |
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The Making Of unleashed |

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After importing all the pieces into Maya, we see problems with normals: do it as shown in the pictures. At the very end, we change the “cutted parts” on “solid”, which we hide before. It is very important to do all the animation in reverse order, from the beginning (assembled car) to the end (disassembled car). Before starting the process itself, we need to analyze the consistency and directions of movement of all squares.

The next stage is moving the pivot at the fulcrum of the square, you can do this at anytime in the process. I prefer to regulate the pivot in each piece of animation. In most cases, it will help save time. The squares can be moved by groups; it's convenient and fast. In addition the animation time must be calculated from the beginning to the end of the movement of each piece of geometry; in my case, the 6 frames.



Animation is very simple. Choose the initial site traffic. Insert pivot (insert button) in the right place. Put the keyframe (“s” button), count 6 frames, rotate an object, set visibility Off and again press the “s” button. Go back one frame, select the next object, place the key frame. Repeat each action with each piece. To speed up the process, only animate one side of the body, and then use the Mirror Animation menu Bonus Tools and a little slide animation for the opposite side so there was no obvious symmetry. The next step is to animate the bottom all along the same lines. Because the bottom is flat, animation is much easier as all pivots are shifted. The details of paneling include plugging in to the relevant body parts (“p” button). Those details will be hided as well as their body parts. The vehicle saloonseats, steering wheel and the main partare animated by the actions described above.

The engine compartment consists of animating by hand, allocating vertices, shrinking and moving frame by frame. Using layers is convenient as it allows for animation of different parts by moving key frames.
T
hen import back all geometry with animation into the 3dsmax through the FBX format because it has a full version of vray renderer
Lightsetup



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