There is Craft 4-Wheeler Free on their site but I don't know if it will
work for softimage.
Le 05/08/2013 20:54, Alan Fregtman a écrit :
Yep, that. It used to come included in the Softimage installer. Not
sure what happened. Maybe their deal with AD fell through?
On Mon, Aug 5, 2013 at 2:52 PM, David Barosin <[email protected]
<mailto:[email protected]>> wrote:
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
<[email protected] <mailto:[email protected]>> 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
<[email protected] <mailto:[email protected]>> 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
<[email protected] <mailto:[email protected]>>
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
<[email protected] <mailto:[email protected]>>
wrote:
No car lovers out there :)
On 06/07/2013, at 22.41, Pingo van der
Brinkloev <[email protected]
<mailto:[email protected]>> 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