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How to animate running fluid inside objects.

Enthusiast ,
Jun 30, 2020 Jun 30, 2020

This is the other animation which I don't know if it is possible to do.

 

I would like to simulate running fluid inside pipes, valves, and objects in general by changing a color advancing through a path. 

 

The paths could be in different shapes, fats, slinders, curves, straights, etc, but the fluid would need to run through them in a straight motion taking the shape of the path.

 

Does anybody have any ideas on how I could do this with Character animator? 

 

Check out video below. 

 

https://www.youtube.com/watch?v=20R-y_9iVsQ 

 

 

 

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LEGEND ,
Jun 30, 2020 Jun 30, 2020

There are two approaches that come to mind, but with the complexity of what you are after I am not sure which is going to work better. When you started talking about a squiggly path through a valve, that is starting to push things.

 

First, you will not be able to have a fluid "push" things. You will have to manually animate the thing you want pushed at the right time. There are "particles" where you can have a stream of little balls flow into a pipe, but I am not sure whether it will be too painful. I can imagine the balls getting stuck/congested near corners, or the performance degrading too much. It will be random in timing as well. So you can look up "particles" and physics ("collide") in the user guide, but I suspect it will be too frustrating in practice.

 

What I suggest instead is doing something similar to the rod, but with a solid color for the rod and using "clipping masks" in CH. You can have a pipe with two solid walls and put another rod like layer behind it with Transform behavior to position it. You can bend the pipe a bit I think (using draggers), but the original artwork would be a straight line.

 

Think of drawing your pipes and valves etc with paint on a clear sheet of perspex. You paint over *all* the perspex except inside the pipes. Then imagine having a big sheet of paper behind the perspex - top top half is white, the bottom half is blue. You then pull that sheet from the bottom upwards. The blue will go up the page from the bottom. That is what the effect would look like.

 

If you need a horizontal pipe, imagine getting a second piece of paper and pulling that one sideways for that section. So you have multiple bits of paper you pull behind upwards, sideways, in whatever direction you need. You time the pulling of them carefully so it looks like one smooth transition. ("Keyframing" in CH can help get the timing right.)

 

You can make it look a bit more fancy. CH supports "cycle layers" which allows you to draw several images and cycle between them like flipping through a series of images (old style single frame animation). Instead of using a solid blue (or red etc) color, you can have it cycling through with a bit of a pattern on the blue color.

 

To do a "good" job, you might use a combination, depending on how wiggly the lines are through the valve you mentioned. You can do a cycle layers drawing each step of the blue fluid sequence advancing through the value. You just draw it frame by frame. So long pipes might use the "pull a sheet of paper" approach, short funny paths you might need to draw a series of frames of by hand, then time all the sequences to match up and look like a single flow.

 

Does that sound acceptable? There is no "fluid" concept in CH that I would trust to do what you need. I mean you could try physics and particles, but I think you will come to grief personally. It will be close but not quite good enough.

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Enthusiast ,
Jul 01, 2020 Jul 01, 2020

Thanks... 

 

I'll try it. 

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Enthusiast ,
Jul 01, 2020 Jul 01, 2020

Interesting particle behaviour.   Something I could use later as dirt particles run through the fluid and get stuck on a filter.

 

You don't seem to have a "liquid" behaviour for CH.  Maybe I should ask for it as a feature request. 

 

Of course the water and particles would also need the ability to be push and run up and down through different paths.

 

For now I have to see what I can do with some layers and maybe I would need to modify the drawing to make it work. 

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LEGEND ,
Jul 01, 2020 Jul 01, 2020

If you think it looks decent, Ch has a create clipping mask feature. If you put the background solid color you are going to slide in a group followed by the shape of the tube (can be invisible) you can put 'create clipping mask" on the background color and it will be clipped by the following objects(s) in the same group. So you can have a big sheet of white/blue (or cycle layers etc) and the only part that will be visible in the scene is what is cropped by the image. Could be useful in this case if the approach looks acceptable in general

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Enthusiast ,
Jul 01, 2020 Jul 01, 2020

Saaayyy..

 

Are there any videos about the use of clipping mask and cycle layers?   Would you happen to have any links on them? 

 

 

 

 

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Enthusiast ,
Jul 01, 2020 Jul 01, 2020

Here is an example of what I got so far. 

 

I am just using LAYERS.  No clipping masks. 

 

One potencial problem that I see is that it would take a lot of room to hide the fluid boxes that I would use as fluid to run inside objects and pipes.

 

Using this technique it may work for simple hydraulic circuits without much components, but as I add more components and pipes the items would need to be more far away from each other to hide the fluid boxes in the background.

 

Soooo....  next step exploration....

 

Does anybody have any links of cycle layers frame animation??  Maybe I am just gonna need to do a few drawings to simulate this movement? 

 

 

Here is the link of the LAYER technique I am using. 

https://www.youtube.com/watch?v=33EF_NX48_w

 

 

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Enthusiast ,
Jul 01, 2020 Jul 01, 2020

 

Maybe this is the next step... gonna take some few copy and paste of layers, and it may not look as smooth. 

 

https://youtu.be/2L04UwSY9ew?t=209

 

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LEGEND ,
Jul 01, 2020 Jul 01, 2020

That is the right idea for cycle layers. A long, smooth animation will take a lot of layers, yes. That is where you have to make the best you can with the options provided. It is not perfect. (Note: the comments for that YouTube video mention that the video is out of date and provides a link to an updated video.)

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LEGEND ,
Jul 01, 2020 Jul 01, 2020

I would suggest creating multiple puppets, not everything on one page. Then position them near each other. So do a pipe, the cylinder, etc. separately. You don't have to, but it will get complex otherwise.

 

Note: this is why it is important to use logical nesting structure in the artwork file. It helps you remember "this section is the cyclinder, this is the horizontal pipe, this is the vertical pipe..." So introduce additional nesting levels to capture the structure well. It also helps with editing the artwork. You can hide or lock groups you are not working on at the moment, focusing on a subset while editing.

 

Back to your questions. Generally you should have a single top level group under which goes all layers. That should be +PuppetName. As you introduce additional layers, create a new group to go around the existing contents then put the other 4 layers inside +HydrolicCylinder, in the order you have them. That is perfect actually. Once you have done that, load the artwork into CH. Every time you significantly change the structure of the file, it will lose rigging. So its best to work out the structure early to avoid having to rework the puppet to correct things.

 

Ok, so I expect you will have something like

 

+Cylinder

. Main artwork with transparent area

. +Red layer

. Rear artwork

 

That is perfect. Select "Red Layer" and go to the menu and pick "Create Clipping Mask". It will still look out of bounds in Photoshop/Illustrator, but CH will automatically clip the red layer so it does not extend beyond "Rear Artwork". Done! Sorry, not sure of a video - but there is the User Guide (just search for "Clipping Mask"), oh and there is a section of my eye blog that talks about clipping masks that might be useful. https://extra-ordinary.tv/2018/04/21/debugging-character-animator-eyess/

 

Cycle layers - I am sure there are examples of it (try Google searches?) but the concept is pretty easy. Put a set of alternative images as children of a layer and call them 1, 2, 3, 4 (my suggestion). The parent group layer you add a "Cycle Layers" behavior. There are a number of settings, but "Start Immediately" is probably good for you. It just displays the children images one after the other - you have to be artistic to make it look good. E.g. the "+Red Layer" could be a group instead, which children under it. Can also add a Transform behavior as well, to make it move (like you did previously). That is, you can transform any group.

 

The user guide is not perfect, but it does go through various options: https://helpx.adobe.com/adobe-character-animator/using/behaviors-reference.html - scroll down to Cycle Layers for all the options possible.

 

Note: There is a concept of "Replays" that allows you to pre-record sequences. So if you need to do 3 things to make the Cylinder animation work, you can create a "Replay" and then trigger the Replay later when building the final scene.

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Enthusiast ,
Jul 01, 2020 Jul 01, 2020
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Oh... created a clipping mask on the red fluid layer... that did it.... silly me.. 

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