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Architectural Viz - Steps To Achieve The Grand Designs "Animation Simulation"
Hi to everyone! I hope I'm at the right place to ask my question. I would love to be able to achieve this type of animation. . . https://www.youtube.com/watch?v=1ATWUUPN7Vs Exactly like that! The way the building objects "fade in", "fly in", "rotate", etc. Some brick material seem to be getting "built or constructed" as the animation progresses. .
I'm a Super Newbie to Unity but I have some architectural 3D modeling background. I've been going thru a couple of sites, blogs, etc, which lead me to believe that Unity can help me achieve this.
First Question - Would I be able to achieve this with a SketchUp+Unity workflow? If yes, then HOW? Step by step would be super helpful ;-) Or even if you only have a clue as to how to achieve these effects on Unity alone would be highly appreciated. .
Second Question - If not, would I need to use a program like Maya or 3DS Max for modeling and animation purposes, Unity can't achieve this?
Third Question - Can someone point me to a direction where I can find a tutorial (or even a bunch of tutorials) to achieve this?
I'd appreciate Any help on this as soon as possible, ANY info would be highly appreciated!
Thanks In Advance DjSikaZulu
Answer by theANMATOR2b · Oct 06, 2016 at 01:59 PM
If you want to develop an architectural build up animation EXACTLY like you showed, why are you trying to do this in Unity?
The video you provided are pre-rendered animated build-ups (my term) that do not have to conform to any real-time setup in game engines.
So if you want to recreate this type of thing in Unity - you should break down each 'thing' you see in the video into individual elements - mechanics that you can recreate, and then apply it to the construction of a building.
All the set piece models are just placed in the building, - those are simple animations. The construction of the building - walls - are some type of animated boolean or extrusion operation animated over time. The pieces that are like tiles and bricks - those are either a particle system or other system that aligns and places the pieces as they are animated into the scene.
All these different elements will be much easier to handle if you can break them down to the simplest mechanic. Then after you've done that for one piece - apply it to all 'like' elements and go on to the next.
Good luck - researching arch/design firms is probably a good place to look for reference and 'how to' information for something like this.
Answer by DjSikaZulu · Oct 07, 2016 at 07:43 AM
@theANMATOR2b . . First of all. . Thank you for your reply. . Greatly appreciated ;-)
"If you want to develop an architectural build up animation EXACTLY like you showed, why are you trying to do this in Unity?" - Thru the bit of research that I've done so far. . It sounded like I'd be able to do this sort of thing on Unity, like I said, I have little knowledge of Unity so I'm not sure what it can or can't do yet, hence the question.
"The video you provided are pre-rendered animated build-ups (my term) that do not have to conform to any real-time setup in game engines." - Now that you say this, I think I kinda get what you mean and I'll start looking into a "better" solution for my requirements. .
"So if you want to recreate this type of thing in Unity - you should break down each 'thing' you see in the video into individual elements - mechanics that you can recreate, and then apply it to the construction of a building." - I suppose, that's exactly what I was looking for, if it can be done in Unity, then I'm looking for a "know-how, step by step" way on how to achieve it. . Maybe a couple of tutorials that can point me on the right direction. .
"All the set piece models are just placed in the building, - those are simple animations. The construction of the building - walls - are some type of animated boolean or extrusion operation animated over time." - If I understand you correctly, does this mean I must then look into achieving this on a modeling/ animation package like 3DS Max or Maya to achieve this?
"The pieces that are like tiles and bricks - those are either a particle system or other system that aligns and places the pieces as they are animated into the scene." - These are Unity capabilities hey?
"All these different elements will be much easier to handle if you can break them down to the simplest mechanic. Then after you've done that for one piece - apply it to all 'like' elements and go on to the next." - I'll try my understanding of what you are saying here and take it from there. . Thanks ;-)
"Good luck - researching arch/design firms is probably a good place to look for reference and 'how to' information for something like this." - Firms that do this show the end results not necessarily the "how-to's", but thanks for the advice.
Regards
What I failed to mention which is the first part of your question, Yes this can be done in Unity. Although since the example you provided is a linear animation from beginning to end without any interaction (only watching) it seems like an animation package would be a lot easier development platform for this situation.
But - if your dead set on recreating this linear build up animation in Unity - it can be done. Start with the learn section and write down all the 'things' that act the same. So the ground tiles all fly in and appear aligned to the ground. $$anonymous$$eep this and the other elements in $$anonymous$$d while going through the learn section.
A tutorial to do 'something' like this - if you are new to Unity would probably be kind of useless to you, really. If you using a real-time engine - it's preferred and best for a designer/developer to understand what he is doing - rather than just following a tutorial that shows you the buttons to click. The learn section has tons of useful information on 'how to use Unity'. This is great information. Then all you need to do is apply what you know about Unity after you start understanding it - to what you want to do. Easy! :) Really not so - but it's an optimistic that can keep us moving forward when we run into issues.
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