By Hammer Chen
Have you ever wondered how to create a bullet-time effect for liquids with Phoenix FD? Especially when working with rigid body simulation? The answer is surprisingly simple: animate the Phoenix FD's "Time Scale" parameter. In this article, I am going to show you the workflow.
1. Scene Setup
2. Sim the RigidBody with constant speed
3. Bullet-time the rigid body simulation
Next, based on the previous setup, we add a bullet-time effect for rigid-body simulation. The various speed of the overall animation can be easily done by using the “Freeze Operator” in thinkingParticles. In case you're not using thinkingParticles; with Rayfire - you can baking the rigidbody animation and then retiming by using 3dsMax's "Retime Tool".
By increasing the value of the Freezing% parameter, the rigid body will slow down, and eventually fully stop when it reaches a value of 100%. So, we animate this value to change the dynamics speed as desired.
Frame
|
Freezing %
|
0
|
0
|
29
|
0
|
37
|
95
|
55
|
95
|
61
|
30
|
90
|
30
|
The above image shows the curve of the Freezing% parameter’s values to visualize how the animation is changing its speed over time.
4. Align Phoenix FD's Time Scale to Rigidbody
Rigid body animation with Bullet-time
Because Phoenix FD allows us to animate the “Time Scale” parameter directly, so all we have to do now is to align the “Time Scale” to the “Freezing% parameter temporally.
Frame
|
Time Scale
|
0
|
1
|
29
|
1
|
37
|
0.1
|
55
|
0.1
|
61
|
0.7
|
90
|
0.7
|
6. Liquid Simulation
Now, thanks to the artist friendly design of Phoenix FD, we press the Start button and simulate the liquid motion. The results will be just what we want - animated liquid with bullet-time effect that perfectly aligns with the rigid body animation temporally. The fluid can collide with the rigid body in the right place and at the right time. No post-simulation re-timing is required, no flickering artifact is present because of the post-simulation retiming. Enjoy~
Final animation