Filling a bottle and animate

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slamelov
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Joined: Thu Apr 18, 2013 6:58 pm

Filling a bottle and animate

Postby slamelov » Thu Apr 18, 2013 7:07 pm

Hi

I'm trying to fill a bottle for animating it, but I can't get it.

First, I export the bottle and the cup from 3D Max with animation.

In Realflow, I import the SD file and then:

Add gravity
Add a circle emitter and fit it inside the bottle. I reduce the max particle numbers.
Now, I press the lock in timeline and press simulate, the bottle starts to fill. When is filled, I press the simulate button again... but, if I play the animation, or move the slidebar, particles dissapear, so, I don't know how to continue. If I leave the simulation continues, it never stops simulating.

Any help, please?.


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Oldcode
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Re: Filling a bottle and animate

Postby Oldcode » Thu Apr 18, 2013 8:31 pm

Okay, it sounds like you left the timeline lock on.

1. Start at fame zero

2. After you add gravity and the emitter, then lock the timeline.

3. Let the simulation run until the bottle has as much fluid as you want.

4. Stop the simulation

5. Unlock the timeline

6. Start the simulation again. The time line should now move and you should see the particles reacting to the animation of the bottle mesh.

PS. After you have to bottle filled up to where you want to start the animation, you should create an Initial State.

Good luck,
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slamelov
Posts: 8
Joined: Thu Apr 18, 2013 6:58 pm

Re: Filling a bottle and animate

Postby slamelov » Thu Apr 25, 2013 5:23 pm

Thanks. It works, but I have another problem: I can't see the meshes bin for importing into 3D Max. How I could export the meshes?

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Otuama
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Re: Filling a bottle and animate

Postby Otuama » Thu Apr 25, 2013 6:21 pm

Hi.

If you've added a mesh node, connected emitters, set build to yes and the files still aren't exporting, press F12 (or export > export central) and enable your mesh to be exported. It should automatically be selected when you made the mesh node.
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slamelov
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Joined: Thu Apr 18, 2013 6:58 pm

Re: Filling a bottle and animate

Postby slamelov » Mon Apr 29, 2013 2:35 pm

Mesh node, that was the problem. It works now, but, I have to simulate again for generating meshes. Is there any way of generating meshes meanwhile playing?

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Otuama
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Re: Filling a bottle and animate

Postby Otuama » Mon Apr 29, 2013 2:56 pm

You don't have to resim. Add the emitters to the mesh node, make sure it's ticked in export central.

First however, test the settings of the mesh. Right click the node and select build mesh. Rf will set the settings it thinks you should use for the mesh resolution. You can then change the setting to make it higher poly or lower. There are a few settings so look in the docs.

When happy, select the mesh node and press the build meshes button. This will build the mesh for each frame.
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'Strength does not come from physical capacity. It comes from an indomitable will.' - Gandhi
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slamelov
Posts: 8
Joined: Thu Apr 18, 2013 6:58 pm

Re: Filling a bottle and animate

Postby slamelov » Thu May 02, 2013 8:18 am

Thanks again.

But the build mesh button only creates a mesh in the current frame, I have to push the button every frame. Is there not any way to automate the process?.
Last edited by slamelov on Thu May 02, 2013 8:33 am, edited 1 time in total.

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Otuama
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Re: Filling a bottle and animate

Postby Otuama » Thu May 02, 2013 8:24 am

It's not this button: Image

It's this one: Image
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'Strength does not come from physical capacity. It comes from an indomitable will.' - Gandhi
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slamelov
Posts: 8
Joined: Thu Apr 18, 2013 6:58 pm

Re: Filling a bottle and animate

Postby slamelov » Thu May 02, 2013 8:37 am

Sorry, I'm dumb :oops:

Thanks for your help, now everything is ok.


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