Scott Dynamics Demo

Dynamics demo

Download the animation:
dynamics.avi (400×225, 3.3MB, MPEG4)
-or-
dynamics.mpg (352×198 5.6MB MPEG1)

Now:

This was my first attempt to inject realism into my 3d animation, leading to my discovery that it’s not easy to do.

Dynamics (and ray tracing, as in the clear top to the chute) have grown up a lot since then, for which I’m thankful. 3DS Max’s built in dynamics algorithms around R2.5 days were frustratingly unpredictable; I spent a lot of time making extremely minor tweaks to variables for the capsule and the chute, only to see it take unbelievable bounces or accelerate wildly out of the solution. No logically fashioned dynamics solution should require as much trial and error for such a seemingly simple interaction.

3DS Max dynamics animation

Just a bit later, Havok came along and made everything in the dynamics solution world fun. I do not currently have the interest (or time) in making gratuitous animation just to play with dynamics, but Havok (3DS Max dynamics module of choice) makes it extremely inviting.

Dynamics simulation with inverse kinematics

I do remember having fun building the robotic arm. Having figured out inverse kinematics, I suddenly had a desire to construct something with several joints and degrees of motion, then watch them all articulate as I dragged around a single target dummy. The arm is actually fashioned after a fun junior high school tech project, a wooden arm a friend and I built which was controlled by hydraulics (read: large syringes filled with water, connected to tubing and a row of other large syringes which functioned as our control panel).

Animated dynamics in 3d

Then:

Dynamics Demo is an animation I created to illustrate dynamics capabilities in Discreet 3D Studio Max. The demonstration centers around engineering applications, but that by itself was not very interesting from a visual standpoint, so I introduced a robotic arm that would move the capsules around and reduce the boredom factor.

3d animation with dynamics

The premise of the animation is a generic system, a part of some sort of manufacturing process which requires these capsules to be transported to the next stage. Ideally the robotic arm will pick up each capsule and drop it down the chute, where it will bounce into the collector and be channeled down the tube to its destination. However, the arm is sped up after the first couple of capsules and becomes less accurate with its drops. One capsule bounces out of the collector completely and another capsule fails to leave the chute, trapping the next capsule with it.

Dynamics solution with 3DS Max

Dynamics Demo shows potential for analysis of complex physical systems, but it also shows animation and rendering of more practical and realistic subject matter.

This animation was created in February, 2001.

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2 Responses to “Dynamics Demo”

  1. That’s actually pretty cool. I never figured out the whole dynamics thing. I can totally see what you’re talking about with the pills just wildly bouncing off out of control.

    Still, that’s really impressive.

    Oh, what constraint did you apply to the hydraulic arm to get that one piece to only move in and out? I’ve got to admit, the kinematics on that arm is very well done too. Nice job all around.

  2. Scott Says:

    Thanks Nathaniel!

    One of the capsules does fly out of the system here, but things were far worse while I was working with the dynamics system to get the motions down as they are shown. Old Max dynamics were a lot less kind than Havok.

    From memory, the arm’s joints were each limited as much as possible, to make sure the IK solution had the arm moving in a very mechanical fashion. The vertical piston which telescopes and apprears to move the arm up and down took a bit of time to figure out, ultimately requiring a pivot at the base plus a dummy target for the upper shaft to follow that was fixed to the underside of the arm.

    The neat thing about this sort of mechanical apparatus is once you set the link hierarchy and joint limits it is pretty easy to animate, you just drag around a final target and watch all of the joints respond.

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