i'm sure, i meant even a viewport capture, just to see the verious bits in the viewport, and yes of course i understand you guys gota make tracks ;)
On 3 October 2014 18:13, Alastair Hearsum <[email protected]> wrote: > We're going to try and get one out. You know how it is when you are > straight on to the next thing though. > > Alastair Hearsum > Head of 3d > [image: GLASSWORKS] > <http://www.glassworks.co.uk>[image: Facebook] > <http://www.facebook.com/pages/Glassworks/150976168270682> [image: > Twitter] <https://twitter.com/GlassworksVFX> [image: Vimeo] > <https://vimeo.com/glassworksamsterdam> [image: Instagram] > <http://instagram.com/glassworksvfx/> > See our latest work *here*. <http://www.glassworks.co.uk/> > 33/34 Great Pulteney Street > London > W1F 9NP > T +44 (0)20 7434 1182 > glassworks.co.uk <http://www.glassworks.co.uk> > Glassworks Terms and Conditions of Sale can be found at glassworks.co.uk > (Company registered in England with number 04759979. Registered office 25 > Harley Street, London, W1G 9BR. VAT registration number: 867290000) > Please consider the environment before you print this email. > DISCLAIMER: This e-mail and attachments are strictly privileged, private > and confidential and are intended solely for the stated recipient(s). Any > views or opinions presented are solely those of the author and do not > necessarily represent those of the Company. If you are not the intended > recipient, be advised that you have received this e-mail in error and that > any use, dissemination, forwarding, printing, or copying of this e-mail is > strictly prohibited. If this transmission is received in error please > kindly return it to the sender and delete this message from your system. > On 03/10/2014 14:45, Sebastien Sterling wrote: > > A wee making of would be nice :) > > On 3 October 2014 11:34, Florian Juri <[email protected]> wrote: > >> oh and I forgot to mention: without Redshift we'd be still rendering! >> >> >> >> On Fri, Oct 3, 2014 at 11:32 AM, Florian Juri < >> [email protected]> wrote: >> >>> Thanks very much guys, we're glad you like the job! >>> >>> Some have been scratching their heads about how we've achieved the >>> extrusion effect and creation of UVs, and Manny, you've cracked it already! >>> >>> After a lot of R&D and smoking heads we've 'settled' with the most >>> simple technique, which seemed to work best to achieve the effect the >>> Director was after, and it also turned out to be robust and fast. >>> >>> For the majority of cloth elements we've used the following workflow: >>> >>> After having accurately tracked characters and the camera we've: >>> >>> - drawn spline curves on a static copy of the character's mesh to define >>> the areas the cloth should be 'emitted' from. >>> - we then sampled points on these curves, reinterpreted the locations on >>> the animated characters, and >>> - for every frame of a shot added strand positions, effectively creating >>> strand trail point clouds for the whole length of a shot, for every piece >>> of garment >>> - the strands were then converted into splines and >>> - lofted. So for a lot of shots we already head the UVs for free. For >>> quite a few shots, because of the nature of the dancers' movements we >>> needed to re-do the UVs though. >>> >>> So we ended up with an extruded mesh (one edge loop per frame, or >>> subdivided if more detail was needed) which represented the dancer's >>> movement in 3D space over time. >>> Using ICE we've triggered vertices at the right time to start simulating >>> (using a Verlet setup) and hid/deleted all polygons 'in front' of a dancer. >>> >>> For some shots to help joining characters and garment, additional pieces >>> were simulated using nCloth or Marvelous Designer. >>> >>> That's it, nothing too fancy. :) >>> >>> cheers, >>> Florian >>> >>> On Thu, Oct 2, 2014 at 10:09 PM, Jason S <[email protected]> wrote: >>> >>>> Don't know how it was extruded, but the integration with actors' very >>>> dynamic movements is excellent! >>>> don't know exactly where real cloth starts or ends! :] >>>> >>>> >>>> On 10/02/14 16:56, Steven Caron wrote: >>>> >>>> if they are generating the data from strands then they know the start >>>> and end, as long as they know the vertical start and end it wouldn't be >>>> very hard to generate the the UVs along with the mesh. >>>> >>>> On Thu, Oct 2, 2014 at 1:53 PM, Manny Papamanos < >>>> [email protected]> wrote: >>>> >>>>> The long extruded element may already be generated as a whole piece, >>>>> and then is 'masked' off. >>>>> Would definitely be easier if it were patch/nurbs based. >>>>> >>>>> >>>>> >>>>> Manny Papamanos >>>>> Product Support Specialist >>>>> Americas Frontline Technical Support >>>>> Customer Service and Support >>>>> >>>>> From: [email protected] [mailto: >>>>> [email protected]] On Behalf Of adrian wyer >>>>> Sent: Thursday, October 02, 2014 6:46 AM >>>>> To: [email protected] >>>>> Subject: RE: Glasswoks Lycra >>>>> >>>>> any idea how the UVs were created? >>>>> >>>>> a >>>>> >>>>> >>>> >>> >> > >

