- that should have been "far from the geometry". Think banana motionblur :/

MB




Den 15. maj 2014 kl. 15:19 skrev Morten Bartholdy <x...@colorshopvfx.dk>:

> Thanks for reminding me Alok - I had forgotten that one. It only fixes the
> rotations though - I still get wonky motionblur with pivots fra from the
> geometry.
> 
> Morten
> 
> 
> 
> 
> 
> 
> Den 15. maj 2014 kl. 13:10 skrev Alok Gandhi <alok.gandhi2...@gmail.com>:
> 
> > you plot continuous rotation (remove gimbals) by using
> > 
> > make rotations continous in soft image
> > 
> > or euler filter in maya
> > 
> > please note that for soft 2014 and up the make rotations continous command
> > has been changed to euler filter as well a la maya.
> > 
> > 
> > On Thu, May 15, 2014 at 3:36 PM, Morten Bartholdy < x...@colorshopvfx.dk
> > <mailto:x...@colorshopvfx.dk> > wrote:
> > > Thanks for both solutions Vincent. I will see if I can get it working. I
> > > suspect I will need an ICE tree on each piece of geometry that needs
> > > fixing, right!?
> > > 
> > > I have over 2000 so I was sort of hoping I could plug a group in somewhere
> > > :)
> > > 
> > > Currently I have managed a solution that allows me to render it in
> > > Softimage by merging the boulders into one mesh and plot its shapes with
> > > the merge op live. This renders fine with motionblur. The snag is I need
> > > to
> > > move it back into Maya for rendering it in Vray (the whole project is
> > > Maya/Vray - I do the fluids in XSI). When I export the shape plotted geo
> > > via FBX with geo cache and import that back in, the motionblur is flawed -
> > > see attached image.
> > > 
> > > Morten
> > > 
> > > 
> > > 
> > > 
> > > 
> > > 
> > > Den 15. maj 2014 kl. 07:11 skrev Vincent Ullmann <
> > > vincent.ullm...@googlemail.com <mailto:vincent.ullm...@googlemail.com> >:
> > > 
> > > > Hi again,
> > > > 
> > > > here is another try, using ICE.
> > > > Not totally sure if it works in all cases, but it could at least handle
> > > > my
> > > > Animation-Skills. ;-)
> > > > 
> > > > Am 15.05.2014 06:54, schrieb Vincent Ullmann:
> > > > > Hi Morten,
> > > > > 
> > > > > i dont think its possible to solve this in ICE, becouse you cant
> > > > > change the
> > > > > AnimationCurves....
> > > > > (While tipping this i actually have a Idea....)
> > > > > anyway....
> > > > > 
> > > > > I found a little snipped in the Web to get the Objects COG in Global
> > > > > Space
> > > > > ( https://gist.github.com/yamahigashi/9309426
> > > > > <https://gist.github.com/yamahigashi/9309426> )
> > > > > Now I just wrapped this in a little Loop, and created some
> > > > > PoseConstrains.
> > > > > 
> > > > > After executing the Script, you just have to
> > > > > - Plot the Nulls Transforms
> > > > > - Remove the RBDs Transforms
> > > > > - Parent or Constrain or Envelope the RBD's to the Nulls
> > > > > 
> > > > > Hope this works.
> > > > > Could'nt test this.... just some thoughts. ;-)
> > > > > Vincent
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > Am 14.05.2014 16:22, schrieb Morten Bartholdy:
> > > > > > I need to find a way to fix fcurves and pivots on a large number of
> > > > > > objects
> > > > > > (tumbling boulders) RBD simulated in Realflow (don't ask). When they
> > > > > > come
> > > > > > in they move correctly, but their pivots are way off from the
> > > > > > geometry and
> > > > > > fcurves suffer from gimbal flipping, so motionblur obviously doesn't
> > > > > > render
> > > > > > properly.
> > > > > > 
> > > > > > I was thinking it would be relatively simple to get good motiondata
> > > > > > by
> > > > > > piping them through ICE, calculate motionvectors for each vertex and
> > > > > > set
> > > > > > the data again. I guess there is a way to move the pivot of each
> > > > > > object to
> > > > > > its centre too, while maintaining the same motion.
> > > > > > 
> > > > > > It is however way beyond my ICE capabilities, so I am looking for
> > > > > > tutorials, pointers, scripts or possibly other tools that might do
> > > > > > the
> > > > > > trick.
> > > > > > 
> > > > > > 
> > > > > > Thanks
> > > > > > 
> > > > > > Morten
> > > > > > 
> > > > > > 
> > > 
> > > 
> > 
> > 
> > 
> > --
> 
> 

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