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Fog, physics tags and some other stuff.
I’m not sure how much you guys know about Minecraft animations, but I’m working on one. It’s basically an animation based on a game. I need some help on a few bits to make it look more authentic and to make life easier while animating since it’s going to get complicated later.
1. Fog.
In-game, at the edge of the render distance of the camera, there’s a circle of fog around you. I want to replicate this in C4D so that the edges of the actual set fades away in the fog. Here is an example. “https://www.youtube.com/watch?feature=player_detailpage&v=a5v0-iF7nQU#t=205s“. You can see it better as the camera zooms out from the house. I want it to be based around the camera too. I’m sure I must be missing something obvious for this. It’s also slightly blurred, depending on the distance of the camera. Any tips for this are greatly appreciated, but it’s not that important to make it authentic to the game.2. Physics explosions.
So this game is based on blocks (so cubes), and in the video, I’m going to be exploding a lot of it using “ExplosionFX”. Basically, the top layer of ground will be made of (let’s say) grass. Craters will be made and filled in so only these blocks explode and the rest doesn’t. How can I get it so that when I get them to fall to the grass layer, they do so without colliding and bouncing away? Will I need to use the rigid body tag? And if so, how is the right way to use it since whenever I do, the layers always fall though everything and I can never get it to stay still. I want it to be rigid but not move until I tell it to, and in the case of the grass layer, not at all.That’s about it for now. Thanks for your help in advance.
Kind Regards,
Ak.
