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

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