Space Convoy

Assets Space Convoy

Farger

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Farger submitted a new resource:

Space Convoy - Happy Farger's Day

This resource offers various spaceships, some that are departing and designed to move away from the camera. Some convoys are designated as approaching, and as the name implies, this means that the ships start out at a large distance in front of the camera and move towards the viewer. The ships travel in random strings as particle effects. Since these are particles, they have reduced impact on performance. A demo scene is a provided to get an idea of how to arrange these particle effects...

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I used these in a scene where the ship are passing over the my atoms as they are having sex. How can I add engine sounds that sync with the passing ships? I planned on controlling the ships using timeline but I believe the random string may make it difficult to sync the sound. Do you have any suggestions?
 
I used these in a scene where the ship are passing over the my atoms as they are having sex. How can I add engine sounds that sync with the passing ships? I planned on controlling the ships using timeline but I believe the random string may make it difficult to sync the sound. Do you have any suggestions?
There are so many ships in the convoy that I think it would be reasonable that the combination of all of the engines would make one overall ambient engine noise. As an enhancement, you could then randomly play some fly by sounds. I don't believe that anyone is going to be staring at the ships waiting for engine sounds exactly when each ship passes by, especially when you have other "activities" occurring in the scene. Also, you could make a light go across the scene that would make it look like one ship outside got close and that could be the same time to play the fly-by sound. You could also position the scene so that it could be assumed that the viewer is not necessarily seeing all the ships that are flying by. Between 2049, Trading Post 69 and some of the demo scenes for Heroes and Villains, I employed some of the techniques that I mention.

The alternative would be to have individual spaceships and you would have to control how they move and set up to trigger the sound when each one passes by. There is a tannhauser spacecraft in the Drop Ship post if you want to try that method. If creators want to do that work, I could make some updates to add that option, but please test it out and see how much the work will be first.
 
There are so many ships in the convoy that I think it would be reasonable that the combination of all of the engines would make one overall ambient engine noise. As an enhancement, you could then randomly play some fly by sounds. I don't believe that anyone is going to be staring at the ships waiting for engine sounds exactly when each ship passes by, especially when you have other "activities" occurring in the scene. Also, you could make a light go across the scene that would make it look like one ship outside got close and that could be the same time to play the fly-by sound. You could also position the scene so that it could be assumed that the viewer is not necessarily seeing all the ships that are flying by. Between 2049, Trading Post 69 and some of the demo scenes for Heroes and Villains, I employed some of the techniques that I mention.

The alternative would be to have individual spaceships and you would have to control how they move and set up to trigger the sound when each one passes by. There is a tannhauser spacecraft in the Drop Ship post if you want to try that method. If creators want to do that work, I could make some updates to add that option, but please test it out and see how much the work will be first.
After I learn how to animate a simple straight path I will use a few individual ships moving along different angles. The method of using the light to simulate a near passing ship is a great idea. It may also be a solution for teleporting my atom down to the planet surface from a low flying vessel. Thanks very much!!!
 
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