Authors:
Mike Piskuric
Mike Sawyer
The first step was selecting an idea
that would both be interesting and challenging. We also wanted the project to
be unique and original compared to previous cosc 3p98 projects. The
rollercoaster was our first choice since during the summer of 2004 one partner
had visited
The next step after picking the idea
for the project was the selection of the modeling software. In this case, we
limited our search to the software directly mention in class and that was also
available in the labs. After examining poser, Bryce and other
design systems, we selected Bryce to be our main software. However, later on in
the project we did use poser to create some basic models of people for our
rollercoaster. The reason for selecting Bryce was simply because of the power
of rendering realistic landscapes and sky models. However, by selecting a
rollercoaster we were unfortunately limiting ourselves with respect to modeling
the rollercoaster with unique objects. Since Bryce is mainly designed for landscapes
it lacked some of the larger design tools that poser or 3d studio max had,
however we were able to overcome this problem with some unique graphical
design.
After selecting the idea and the
program, our team had to research the various components to a rollercoaster. We
first studied the major theme parks in
After the initial research our team
decided to break the task up into two tasks or components.
¨
¨
Michael
Sawyer
Michael Sawyer's job was to focus on
the design and implementation of the track. Michael drew mainly of his
experience over the summer of visiting several theme parks. After researching
on the internet various tracks designs he implemented a more modern approach to
the coaster. First he started off, by drawing by hand the general layout of the
track and then specific moved on to drawing individual pieces of the track. The
track itself could be broken into 4 parts: The actual rails for the cart to
move along, the main support rail, the horizontal support beams and vertical
supports. The first step was to draw each piece individually on paper and then
combing them and then drawing them based on various perspectives (eyelevel,
from the top, below, and on several angled views). Next came rendering the
track in Bryce, which proved more difficult then expected. Using cylinders for
the rails, the main support rail, and the vertical support was a forgone
conclusion however to design a realistic horizontal support was more difficult.
As from the screen shots you can see that he went through several versions of
support types before landing on the rectangular support structure.
¨
Rejected
Track Support

¨
Track
Support with basic track

After selecting the support track
the next major step was merging the various pieces together effectively. As you
can see from the above picture the track looks very realistic in fact the
support structure came out looking exactly as Michael wanted. The next major
problem was rendering a slope piece of track for hills. To create a realistic
upward slope, Michael had to create several small cylinders and then rotate
them by a small y axis degree. This gave the track the effect of sloping,
however too much of an angle the track would appear distorted and choppy, not
enough and the hill would appear to be unnatural. As it turns out a small y
axis increase of 1 or 2 degrees help create the desired effect. Once bending
the one rail, the effect can easily be duplicated for the other rails and the
support structure moved to accommodate the slope.



After producing the initial slope,
the next step was to reproduce the slope to give a gigantic hill for the
coaster. The actual hill is at least 4 to 5 planes (Bryce planes) large. This
gives a mammoth size quality to the slope and to the animation. To achieve this
effect Michael simply reproduces the track according to the specific slope
needed. This created the problem of how to combine the tracks together to form
one gigantic slope. This was the most challenging aspect of the project to make
sure that the tracks merged properly and that the track flowed properly from
one section to another. To achieve Michael used several small cylinders to
remove small glitches and also zoomed in to the track and used spray brush
render to make sure the tracks were connected properly and aligned so that no
one could tell the difference. As the slope approached the tope there was the
need to transform the slope into a gently plateau before the drop. The top curve
presented the same type of challenge as the bottom part of the slope, how to
create a realistic top hill without making it look too "broken" or
choppy. To achieve the curve he simply reversed the slope of the y axis by a
small degree for several small cylinders to create the effect.


The next major section of track was
the loop, which required Michael not only to loop the track but also to invert
the track from running on the outside to being on the inside instead of the
outside. The loop was the most challenging because its support structure was
different from the other track pieces and also it was sloping but also curving
to the right to avoid the other section of the track.



Again to render an effect loop
Michael used small cylinders to create the loop and also used a small x axis
value to curve the track to avoid the previous section of track. The next
section of track was the curve that would turn the user around for the next
section of track. Again to complete this effect Michael used cylinders and
changed the degree of the angle to make it appear as if the track was curving
naturally. In addition at the centre of the turn he included a loop to give it
a more realistic feel and to make it more exciting for the average rider.





Enjoy the ride!!!.
References:
http://www.canadas-wonderland.com/
http://www.wavsource.com/sfx/sfx2.htm
http://www.petersharpe.com/Tutorials.htm
http://www.coasterimage.com/hersheypark/hpcoast.htm