Join Ran Ben Avraham for an in-depth discussion in this video Understanding RealFlow's world scale, part of Soft Body Simulation for Motion Graphics with RealFlow.
- Let's talk about RealFow's world scale.…The RealFlow default world scale is one meter.…It is very important to be aware of the world scale…you're working with in RealFlow,…and that's because RealFlow is physically accurate.…That means that if you're trying to run a simulation…on an object that is, for example,…20 meters high and 10 meters wide,…it will take RealFlow a whole lot of time to simulate…such an object simply because of its extremely large size.…
To try and understand this better,…let's switch to the Side view.…I'll click three on the numpad to switch to the Side view.…If we look at the grid, we can see it's divided two squares,…and each one of those squares…is equal to one meter by one meter,…so that means one meter in height and one meter in width…and, of course, one meter in depth.…So that means that the Z, for instance, is two meters high,…almost one and a half meters in width,…and half a meter in depth.…
If we switch to the Top view by hitting one on the numpad,…we can tell that the canvas…is almost nine meters in diameter,…
AuthorRan Ben Avraham
Note this is a project-based learning experience, designed for members who are already familiar with RealFlow. Each step of the process is rich with lessons applicable to the variations that motion design artists will face in the real world.
- Importing geometry in RealFlow
- Setting up dynamic types and world scale
- Rearranging objects in 3D space
- Simulating soft bodies
- Speeding up and slowing down simulations
- Animating, lighting, and rendering in Maya
- Compositing in After Effects
Skill Level Intermediate
Mograph Techniques: Animating to Musicwith Ian Robinson1h 5m Intermediate
Mograph Techniques: Shape Animation in After Effectswith Eran Stern2h 57m Intermediate
1. Importing and Preparing Geometry in RealFlow
2. Setting Up the Dynamic Type of Different Objects
3. RealFlow's World Scale
4. Rearranging Objects' Locations in the RealFlow Scene
5. Soft Bodies Simulation
6. Multiple Simulations
7. Slow-Motion Simulations
8. Overview of Rendering and Compositing
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