Step by Step SIM­U­LATE the Mo­tion of A JEL­LY­FISH

3D World - - ARTIST Q&A -

01Go Model the Jel­ly­fish

to the Poly­gons shelf and cre­ate a sphere. Keep its Height sub­di­vi­sions low, around 8-10. Delete the lower half. Scale it up in the X and Z axis – when look­ing from the top in scale mode, you’ll see a small square, use that. Ex­trude the edges on the bot­tom and drag them down­wards as you want. Now, on the newly cre­ated poly­gons, delete ev­ery other face. You’ll end up with a cylin­der of sorts.

02 An­i­mate the Jel­ly­fish

I an­i­mated the jel­ly­fish so that it would go di­rectly up. In my ex­am­ple, us­ing a 200 frames time­line, I moved the jel­ly­fish up (in the Y-axis) by 20 points in 20 frames. In the next 20 frames, I moved the jel­ly­fish down by 5 points. Then again, in the next 20 frames, moved it up 20 points, so on and so forth. It’s pretty sim­ple – just look at some ref­er­ence footage if you need more help on this.

03 Jel­ly­fish AS ncloth

Select the jel­ly­fish model, move to the FX mod­ule and select the ncloth menu bar. Click the Cre­ate ncloth but­ton and you’ve turned the jel­ly­fish into an ncloth. Go to the Nu­cleus node and play with the set­tings there to re­ally sell the ef­fect of be­ing un­der­wa­ter. Un­der some con­di­tions, this might not even be needed – en­able Ig­nore Solver Grav­ity in the ncloth node and it’ll pretty much work. Again, it de­pends on the scene.

04 find the Mid­dle Ground

One thing that you might have no­ticed is that once you turn the mesh into ncloth, it loses the orig­i­nal an­i­ma­tion. One way to solve this is to go to the ncloth node, and un­der the Dy­nam­ics tab, dial the In­put At­tract Mesh to .8 or so. Now go to the ncloth tab in the menu bar, go to the Paint Tex­ture Prop­er­ties and then click In­put At­tract. You should now be able to paint what part of the mesh you want sim­u­lated.

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