Final render of Pinball Bunnies!!
View the better quality version at the original resolution of 1280 x 720!
The music is “Baba O’Riley” by The Who on the album “Who’s Next?”
Notes on the scenes
All objects in the scene are set up in Havok as a rigid bodies. Various different collision detection
meshes had to be set up for certain objects so the ball reacted correctly when it came into contact
with them. The only exception is the ball that is set up as a soft body. The ball is the only object in
the scene that has had its physical properties set up. The main property of concern is the ’stiffness’
property which makes it react as though it is a metal ball. If it’s value is too low, the ball’s mesh
will distort like a rubber bouncy ball. If the value is set too high, the ball bounces off an object and
the mesh ‘explodes’.
Scene 1
At the beginning of the scene, the ball is travelling up the pinball launch pipe. Here, the ball’s
movement is determined by a path constraint. When the ball reached the end of the pipe, the Havok
simulation takes over and the ball drops down the table.
The flippers are part of the Havok simulation as rigid bodies and are key-framed to swing up and
down at set times. For Havok to register the movement of the flippers, the flippers are set to be
‘unyielding’ on the Havok properties roll-out menu. If this option isn’t checked, the Havok
simulation will only register the starting position of the flippers, so that if they move, the physics
engine will still be registering the original position. The results of this is that other objects in the
simulation may appear to be bouncing off a blank space!
Getting the motion with the ball and the flippers to simulate a real game of pinball involved keyframing
the movement of the flippers and simulating the scene in the Havok engine. This was a
highly iterative process as it is difficult to determine the exact motion of the ball after each contact
with the flipper. Each scene was constructed using this method.
There are four cameras in the scene. Overall, they track all the movements of the ball. Each
camera’s motion begins when the previous camera’s motion ends. It’s possible to follow which
camera was responsible for each sequence by looking at the filenames of the individual frames.
(The name will have ‘View01′ followed by the frame number, ‘View02′ and so on. The batch-render
function was used to render each camera’s series of frames one after the other.)
Scene 2
The beginning of this scene is exactly the same as Scene 1, with the ball following a path constraint
to the top of the launch pipe.
Unlike the previous scene, the movement is split over several *.max files. The first file deals with
the launch pipe and some movement around the flippers, using Havok as before. Then the flippers
push the ball up towards the rails on the pinball table. The sequence ends here. The next *.max file
contains the movement of the ball on the rails which is controlled by a path constraint. The last
*.max file contains the movement of the ball off the rails and around the table purely making use of
the Havok engine again.
(Each sequence within each *.max file only contains one camera.)
Pinball table material
The pinball table was made in Adobe Photoshop. To make the material fit perfectly to the table and
look as thought it was part of the other objects on the pinball table like the buffers etc, a screenshot
of the top view was taken and overlaid as a template in a layer.
Other materials
The main ‘body’ of the pinball table and the triangular buffers were textured using a Metal material
from the set of Mental Ray materials. The rails and the pinball were textured using the ’standard’
material within Max, with basic reflection maps.
The bunny models and the flippers were textured with the Car Paint material from the Mental Ray
library, with the colours supplied using the ‘gradient’ material in the standard library. The Car Paint
material makes the Bunny and flipper meshes look like polished metal, which was the desired
effect.
The pinball table material was originally just applied to a ’standard’ map with basic reflection,
however this made the table look flat and didn’t match the other objects in the scene. A similar
material to the Car Paint material was used in the end, called Metal Paint that provided a realistic
set of reflections and ‘fleck’ effects to the table, taking away the flat appearance.
Using the Car Paint and Metal Paint materials dramatically increased the overall rendering time,
however their quality and level of detail enhance the idea that they could be made from real-world
materials.
Enjoy
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