Maybe this?
http://www.craftanimations.com/news/press-releases/craft-director-stuido-for-softimage



On Mon, Aug 5, 2013 at 2:49 PM, olivier jeannel <olivier.jean...@noos.fr>wrote:

>  I was wondering about Rob Wuijster suggestion : *
> "**Softimage 2012/13? came with a 3rd party addon for this. It was a
> separate install/plugin. Not sure if this is still the case.**"*
> Was he talking about a car setup pluggin ?
>
>
> Le 05/08/2013 20:28, Alan Fregtman a écrit :
>
> I would guess he means the one from Andy Nicholas in his car rig tutorial
> that Jeremie Passerin linked to in his response (also first response to
> this thread)...
> http://www.andynicholas.com/?p=1549
>
>
>
> On Mon, Aug 5, 2013 at 2:19 PM, olivier jeannel 
> <olivier.jean...@noos.fr>wrote:
>
>> What free  pluggin ?
>>
>> Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :
>>
>>  This is great guys. Awesome tutorial and a free plugin. How cool is
>>> that? And yes good idea about the pre blurred wheel.
>>>
>>> Cheers!
>>>
>>> Pingo
>>>
>>> On 09/07/2013, at 18.31, Andy Jones <andy.jo...@gmail.com> wrote:
>>>
>>>  One tip is to make sure you've got a plan in mind for how to deal with
>>>> the wheels.  There are a few different ways to solve it.  Probably the
>>>> simplest is to render with full 3D motion blur, and use enough
>>>> transform steps so that the wheels don't do strange things.  Of
>>>> course, this can have an impact on render times, depending on what
>>>> you're using and how your settings are dialed.
>>>>
>>>> Another option is to us a pre-blurred spinny wheel image.  Or you can
>>>> apply a sort of elliptical blur in comp prior to post motion blur.
>>>> Neither of these techniques produce a physically accurate image,
>>>> however.  True motion blur of wheel rims is a really unique-looking
>>>> thing that is difficult to recreate by other means.
>>>>
>>>> Another option I've used in the past was to temporally oversample and
>>>> use a motion interpolated retime, such as kronos/oflow/twixtor.  At
>>>> the time, I used a OpenGL so that the render times were low enough to
>>>> make oversampling viable.
>>>>
>>>> Really, for me this was one of the big reasons I decided that the long
>>>> term future for rendering will be full 3d motion blur, and I try to
>>>> build my lighting/compositing workflows with that in mind.
>>>>
>>>> On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
>>>> <xsil...@comxnet.dk> wrote:
>>>>
>>>>> No car lovers out there :)
>>>>>
>>>>> On 06/07/2013, at 22.41, Pingo van der Brinkloev <xsil...@comxnet.dk>
>>>>> wrote:
>>>>>
>>>>>  Hey,
>>>>>>
>>>>>> I have an upcoming project where a car(3D) is driving inbetween
>>>>>> shapes, that turn out to be a logo. It's gonna be semi realistic, so I 
>>>>>> need
>>>>>> to make the cars movements believable. I have a fast edit (quick cuts), 
>>>>>> so
>>>>>> I'm probably going to animate by hand (don't think I need dynamics). But 
>>>>>> if
>>>>>> anybody has some heads up, dos and don'ts about car-related animation 
>>>>>> it'd
>>>>>> be greatly appreciated. It's a Formula1 btw.
>>>>>>
>>>>>> Cheers!
>>>>>>
>>>>>> P
>>>>>>
>>>>>
>>>>>
>>>
>>>
>>>
>>
>
>

Reply via email to