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 >>>>>> >>>>> >>>>> >>> >>> >>> >> > >