Hello Mario,
I have the component fix. I did it yesterday ;). I will upload it later.
Cheers mate
Miquel Campos
www.miquel-campos.com
On Tue, Feb 3, 2015 at 6:43 AM, Mario Reitbauer cont...@marioreitbauer.at
wrote:
Workaround for this
I might try to progressively “activate” the individual particles/chunks by
using a “test in null” or volume.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Marshall
Sent: Monday, February 02, 2015 1:30 PM
To:
Workaround for this one so long is:
After you are happy with your guide, rotate the whole guide with the main
controller so the spine looks up in y, create the rig and rotate the main
controller so your rig targets in z direction again. Don't forget to freeze
the transforms of your main controller
Hey guys
Could someone explain me this ;)
I just can't wrap my head around why, what, when is executed/calculated.
And what is driving what.
[image: Inline-Bild 1]
Hello,
Here is the fix for the spine
Copy it here ...\mGear_2015\scripts\mgear\maya\rig\component\spine_ik_01
and replace the old version
I will update the main download with some new tools next week ;)
Cheers,
Miquel
Miquel Campos
Oh okey...
Didn't know that this also applies for Constraints, only did this with
skinning to have controllers stick to a surface and then deform it.
Thank you :)
2015-02-03 0:47 GMT+01:00 Ben Barker ben.bar...@gmail.com:
The constraint reads the parent matrix and pivots from the driven object
The constraint reads the parent matrix and pivots from the driven object
because it compensates for those things. For example, if you move the
parent of a constrained object, the constrained object won't move. This is
because the constraint is actively cancelling out that parent's movement.
All
You might want to check out the Creep SOP in that case.
A
On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
Thanks guys!!
What I want out of a surface deformer is the UV control.
It's different than a cage or lattice because it lets you slide/deform things
based on uv
Denial or perhaps some belief that
this;
" ...arguably the most creative, agile, and powerful pieces of
3d software in the VFX industry."
... should take precedence over the fact that it's not further
being developed (by it's owner)
given
This is sad times,
A big thanks to the Softimage Creatives Team. I always left these event
either inspired, informed, half cut or well networked. Truth be told it
usually would be all of these!
Its a shame I got to only meet a few of you Softies and if the community
should arise in a different
if you want to keep it open you have a node to do that called “Ends” with
“unroll”
Haha! Thanks! Learnt something new today :)
A
On 02 February 2015 at 10:47 Jordi Bares Dominguez jordiba...@gmail.com wrote:
On 2 Feb 2015, at 09:43, Gerbrand Nel nagv...@gmail.com
Hi Gerbrand,
from the top of my head i'd say, there should be a checkbox so that your
curve
won't get a surface.
Then, here is a curve basics tutorial from peter quint:
http://vimeo.com/40771484
I'd be interested in a deform by surface too. The Ray SOP gives a little
bit of that
behaviour out of
Useful thanks
Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*
On 31 January 2015 at 20:30, Alen amu...@xnet.hr wrote:
Cheers, nice...thanks for info
On 1/31/2015
Why do I automatically get a surface on a closed curve?
Houdini defines a closed curve as a polygon. As far as I know, there's no way to
get around this behaviour. It's never struck me as odd until now. Is it
preventing you from doing something? Or just an aesthetic issue?
Is there something
So 3 quick houdini questions if you don't mind:
Why do I automatically get a surface on a closed curve?
Can I kill it without killing the curve, or can I set it to never create?
Is there something like deform by surface in soft for houdini?
That is it for now :)
Thanks
G
#heresy
Date: Mon, 2 Feb 2015 10:39:20 -0500
Subject: Re: Sad days...
From: youngupstar...@gmail.com
To: softimage@listproc.autodesk.com
I have to admit. I have been making my peace with Maya the last few weeks.
On Mon, Feb 2, 2015 at 7:56 AM, Jason S jasonsta...@gmail.com wrote:
hey guys, i'd be super happy for any advice on an object to cluster
Constraint in H,
like i would use it for a dorrito
2015-02-02 15:38 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:
And the Rivet SOP too
On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
You might want to
And the Rivet SOP too
On 2 Feb 2015, at 12:55, a...@andynicholas.com wrote:
You might want to check out the Creep SOP in that case.
A
On 02 February 2015 at 12:27 Gerbrand Nel nagv...@gmail.com wrote:
Thanks guys!!
What I want out of a surface deformer is the UV control.
It's
I have to admit. I have been making my peace with Maya the last few weeks.
On Mon, Feb 2, 2015 at 7:56 AM, Jason S jasonsta...@gmail.com wrote:
Denial or perhaps some belief that this;
*...arguably the most creative, agile, and powerful pieces of 3d
software in the VFX industry.*
...
Disclaimer: I'm a total beginner and there's most likely better/easier ways
to do it.
If you want to constrain your object to a single point, one way would be to
create an expression on each of the translate channels of your object and
use the `point` function, such as:
hi All,
I need to very quickly destroy a mountain, well a bit like those iceberg
shots of them collapsing into the sea, but without the sea. This is kind of
a quick n dirty effect, but I need to sort it pretty quickly. I'm not
running any plugins here so could do with some quick thoughts on how to
Have a look at Sticky SOP, may be the thing you are looking after (plus you
have blending via UVs which is very interesting.
jb
On 2 Feb 2015, at 15:58, Christopher Crouzet christopher.crou...@gmail.com
wrote:
Disclaimer: I'm a total beginner and there's most likely better/easier ways
Of the top pf my head. Use the shatter script then use rigid bodies. Plot
it and in the Animation editor you can play with the timing.
On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall chrismarshal...@gmail.com
wrote:
hi All,
I need to very quickly destroy a mountain, well a bit like those
the Shatter script?
On 2 February 2015 at 16:42, John Richard Sanchez youngupstar...@gmail.com
wrote:
Of the top pf my head. Use the shatter script then use rigid bodies. Plot
it and in the Animation editor you can play with the timing.
On Mon, Feb 2, 2015 at 11:29 AM, Chris Marshall
Took a look at it and the reason of the flipping are the motion path
upvectors. Gonna try to solve it later.
2015-02-01 23:26 GMT+01:00 Miquel Campos miquel.cam...@gmail.com:
Hello Mario,
There is a limitation how the constraints work in Maya, since it is always
in local space. But I will
Stepford wives
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21
http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any
http://www.threesixty3d.com/software/
or
http://vimeo.com/28138992
On Mon, Feb 2, 2015 at 11:46 AM, Chris Marshall chrismarshal...@gmail.com
wrote:
the Shatter script?
On 2 February 2015 at 16:42, John Richard Sanchez
youngupstar...@gmail.com wrote:
Of the top pf my head. Use the
yes
On Mon, Feb 2, 2015 at 12:58 PM, Chris Marshall chrismarshal...@gmail.com
wrote:
OK So I've managed to shatter my object quite nicely following Adam Sales
Vimeo demo, which is very useful indeed. But he then uses Momentum to do
the simulation. Is it not possible to use the factory bullet
Try to go through a tutorial on Rigid bodies.
On Mon, Feb 2, 2015 at 1:29 PM, Chris Marshall chrismarshal...@gmail.com
wrote:
OK Thanks.
Well I've got something going, but I need the simulation to be a collapse,
like huge icebergs crumbling, but the simulation starts with a 'pop', so
all
OK Thanks.
Well I've got something going, but I need the simulation to be a collapse,
like huge icebergs crumbling, but the simulation starts with a 'pop', so
all chunks explode outwards initially. I'll keep digging.
Any thoughts?
On 2 February 2015 at 18:17, John Richard Sanchez
Thanks for sharing the VEX snippet :)
I've totally missed out on that point function.
I'll check Sticky as well.
have a nice evening !
2015-02-02 17:33 GMT+01:00 Jordi Bares Dominguez jordiba...@gmail.com:
Have a look at Sticky SOP, may be the thing you are looking after (plus
you have
OK So I've managed to shatter my object quite nicely following Adam Sales
Vimeo demo, which is very useful indeed. But he then uses Momentum to do
the simulation. Is it not possible to use the factory bullet rigid bodies?
Thanks
On 2 February 2015 at 17:03, Chris Marshall
OK Thanks I'll see how I go.
On 2 February 2015 at 16:58, Mario Reitbauer cont...@marioreitbauer.at
wrote:
Implosia 2.5 is still out there. You could try that for shattering.
http://traypen.com/rr/bak/iamvfx/ImplosiaTools25.xsiaddon
Best would still to use Momentum but as you might not
Make your pieces smaller than they need to be. Push deform them maybe.
The pop is from them intersecting at the start.
G
On 02/02/2015 20:29, Chris Marshall wrote:
OK Thanks.
Well I've got something going, but I need the simulation to be a
collapse, like huge icebergs crumbling, but the
This is because the collision boundaries interpenetrates each other. Even if an
'actual shape' collision is used, they have direct contact to nearby pieces
whats causing this . This is a nice sideeffect when doing explosions btw, but
maybe not for your animation. I didn't deal with bullet
Denial is getting much harder these days.
Thanks guys.
On 2 February 2015 at 01:27, Jason S jasonsta...@gmail.com wrote:
I would rather identify Softimage related declines as Bullshit days.
On 02/01/15 18:49, Matt Morris wrote:
Man I loved the atmosphere of that first meeting! Ok we had
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