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  2. Ola Kurt! We are developing v10, fixing bugs and moving EIAS for the latest OS Monterey now, a long road of Apple changes. Thanks Tom
  3. Bump. Still seeking signs of life. Any ETA on the release?
  4. Ola my friend! Sorry, we were porting the forum to a new server and I lost this msg. Thingmaker, Could you minimize this project and send me? Thanks Tom
  5. Hiya, Not 100% sure, maybe a file path error: Cannot examine file. System error and file path given. Error codes: http://www.eias3d.com/frequent-questions/ Thanks Nige.
  6. I have EI installed on a Mac with Mojave OS. Anything I render I get this error. Any suggestions? Thanks.
  7. Ola JoeV! EIAS 9.1 doesnt work anymore with OS Catalina or earlier OSs, since Catalina is a 64 bits OS and EIAS 9.1 is a 32 bits app. EIAS v10 is already full 64 bits which in teory runs on the latests OS, since Mac Studio is a M1 computer, EIAS v10 probably will run on it, but Apple killed last year the previous dongle drivers for several apps, we plan to look the dongle drivers soon or later and check v10 on the M1 Macs, I will post new info later for sure. Thanks! Tom
  8. Is EI 9 compatible with the new Mac Studio? If not, will version 10 be compatible?
  9. Here's TV News Broadcast. Thank You Daniel, David Wu, Tomas, Igors. News  Coverage
  10. Ola Bernd! Im glad you solve it! I was traveling :) Thanks Tom
  11. To answer this question myself: I've found a way which is not perfect, but does the job. As such, it's close to perfect ;-) What I'm doing now is: Set the whole scene geometry to be a "Reflection object only" Set the reflective ground to be completely black, and the reflection configuration to "Full" with 100% white als the reflection color Render the scene, which gives me only the (100%) reflection on the black floor, save the image Switch the scene geometry to render normally, hiding the reflective floor, save the image Now I've got two images to open in Photoshop, the reflective Floor including reflections, and the normal rendering without the floor. So in Photoshop I'm doing this: Open the reflection image, change image modus to "greyscale", save image separately (to be used later) Open the reflection image again, display its (so far useless) alpha channel, copy the complete greyscale image from the previously saved image to the alpha channel of the (still rgb) image of the reflection. Switch to the layer view again, make the background layer a regular layer (double click), use the alpha channel as a selection (CMD + ALT + 6), invert the selection, hit the delete key. Only the reflection remains, the rest of the background is gone. Open the normal device rendering, make the background layer a regular layer, use the alpha channel to delete the background, only the device remains. Drag the device layer over the reflection layer in the other image, so you've got the device including its reflections Add a third, underlying layer for the desired background color, and fill it accordingly. You can also do this after converting the image modus to CMYK (while maintaining the separate layers) Use the opacity of the reflection layer to control the strength of the reflection. Done, the image blends flawlessly into the colored (vector) CMYK background :-) That's it. Bernd
  12. Hi all, is it possible to have an additional channel which allows the selection of only reflections on a plane? Similar to a shadow map which is rendered out? I'm currently struggling with that hyper modern approach of "every item on the title page must stand on a reflecting ground, everybody has this, so let's have this, too". My problem: I can initially render those reflections on a plane without problems, but later I'd need to replace the background with predefined color in the post, in order to match underlying CMYK vector graphics surfaces. This would be easy if I could simply cut out the reflected whatevers by means of a channel and put that CMYK color as a separate background layer in PS. Since reflections are rendered on geometry, would it be possible to render such a "reflection received map", too, somehow? Bernd
  13. Will the principles still apply to EIAS 10 or even other software programs?
  14. Hey Joseph, Forgive my zeal, I was so ecstatic about the project and animation being released that I wrote a dissertation and I don't believe I ever answered the question. No it was not rigged in EIAS. EIAS doesn't export geometry, caches or FBX for a cloth simulator. So there's no way that I know of off-hand to export a character to Marvelous Designer for the cloth simulation. EIAS has a quick, and fun, but intermediate level of rig tool. It can get most jobs done directly in Animator. This project however was very advanced deformation for a pudgy character. Moreover, even with all the techniques I had to apply to the piggy's shape I still had to be very mindful of the cloth sim. Cloth sims add a whole other layer of complexity. So much so that have to be very mindful of how I animate the characters. I was careful not to let the arm come too close to the body. In some cases it couldn't be help and it nicked and snagged the dress with her hoof. This was a nice effect as long as it wasn't too stretched. If the fatty arms brush too closely to the body it would and could destroy the whole simulation. Ultimately, I had to use Maya and even that was a stretch. The whole project would have failed if Maya hadn't promptly released their update to their Wrap Deformer . It was a hairy experience. (pun). Speaking of updates, if Tomas' development team hadn't fixed a "One Vert" bug in the import option, the whole project would have failed. I tell Tomas he should release it as is, because EIAS v10 is great. But if one bug like that could throw a project then he is wise to make it 100% perfect and not 99%.
  15. https://avtpro.gumroad.com/l/Deformer
  16. Here's the first DVD I did. https://avtpro.gumroad.com/l/Deformer This sold well at the time. One of the goals for this was to make sure all the tricks and tips never got lost or stayed in one persons head. Anything else I find I'll post. AVT
  17. https://avtpro.gumroad.com/l/SkinMan
  18. Here it is on GumRoad. it's been several years so I dropped the price significantly. I'll load the other one soon. https://avtpro.gumroad.com/l/SkinMan
  19. Thanks Joe. I’ve been a Maya/EIAS user for years so I use both. I work as a problem-solver on the front end of a production no matter with what or where the final product is finished. (https://avtpro.gumroad.com/). Normally I rig in Maya. I hate to admit it, but when I first started rigging this project I was rushing because I had so many other parts to do. So I rigged and skinned it in Mixamo hoping to get it done quickly. Tomas once told me Mixamo is good for basic work only. Now I know what he meant. Usually Mixamo is OK for mocap but for key-framing it was problematic because Mixamo gave me weird bone orientations. It may not have been Mixamo fault. I may have caused the problem re-adjusting joints to better fit the character's skeleton. I don’t quite recall now because I was also busy modeling and texturing. The Mixamo skinning was great but the joints were not correct so I may have moved them and didn't reorient them. That was a "No-No". So instead of animating one axis for an arm swing, unfortunately I had at least two axis to manipulate. This is something I would always avoid as a technical rigger had I started the rig from scratch in Maya. I thought I could get away with it and normally I could, but a shuffle dance is a more intricate animation. I keyed it anyway but transferred the rig to a Maya HumanIK (HIK), a Maya auto-rig system. It didn't fix the orientations like I hoped but HumanIK and other Maya tools made it workable. I would never rush a rig like that again. It’s best to slow down and do it right the first time. Clean orientation on a keyframe dance animation is paramount because dancing is so involved. Also, since it was HIK, I also used MotionBuilder to do most of the keying. Yes, I prefer MotionBuilder even over Maya for character animation. MotionBuilder is a great character animation tool not just MoCap editing. I do have access to a Vicon Mocap lab but I forgot the dance steps by the time I got to the animation phase of the project. I really can do that shuffle dance well. However Daniel took one look of me in a mocap suit dancing as a piggy and said "Key-frame". Lol :-) I was out of practice! The real challenge of this project is the skin deformations, not the skeleton rig. EIAS does really good skinning but I needed really hyper-advanced deformation controls not just for the pudgy character but the cloth. I wanted the cloth to be affected by underling jiggling fatty tissue. So I used a lot of Maya skin deformation tools that I have been wanting to try out anyway. For years I have been planning to go “Narnia” or “Lord of the Rings” level character creation. Actually, I threw everything and the whole kitchen sink in at the skin deformation including muscles, Pose Space Deformers (PSD) and other forms of corrective blend shapes. I even took it a step further with "Shot-Sculpting" (cache editing) in an legacy app called ChronoSculpt from NewTek. I went very mild on jiggle deformers but heavy on muscle bulge in the bicep area of the arms. Armpits are one of the most challenging areas of any skin rig. It webs when the arms extends and intersects when passing through. Cloth intersection makes it even more challenging and needs to be compensated for, so I sculpted the shape back when the armpit was too loose or concave and opened the armpits when it convex in on cloth. These two states were triggered depending on the orientation of the arm with set driven keys in Maya. Like I mentioned, I don’t need Maya for most rigs, or rig to this level, but since this was a show case, fine art museum piece for a renown artist Daniel Lee I pulled out all the stops. Daniel never disappoints in the way he exhibits the set design either and amazingly show cases the work along with his theme for the exhibition. David Wu handled the shading and look development. I provided a base texture map which I 3D painted in Zbrush. Daniel had went to a pig farm and brought back great textures to graph on the 3D model. Also, displacement and normal maps were generated in Zbrush. The fur, I groomed in ZBrush. The cloth was Marvelous Designer. I tend to rebuild cloth geo in Maya for quads and thickness as well. Without EIAS v10 I couldn't get this animation to David Wu to render in EIAS. There was only one very small bug fixed to get it done. It was just one vertex that kept popping up but Tomas got it fixed right away. Then the project worked perfectly but I don't know what else has to be done. The big thing is it all worked and EIAS v10 users are in for a real treat. The biggest takeaway is almost anything I can do in Maya can be imported into EIAS for rendering. I also work with Houdini and have been able to get fractured, crumbling effects into EIAS.
  20. Ola Joseph! We are running to finish the bug fixing! Thanks Tom
  21. Looks cool! Was it rigged in EIAS too? How far is EIAS 10 in the development process at this point?
  22. Here's the latest project I worked on for Daniel Lee museum exhibition, Shuffle 2021. I modeled, textured, rigged and animated also cloth sims. I worked in Zbrush, Maya and Marvelous Designer. Then everything was passed to David Wu who polished the look with rendering and shaders in EIAS v.10 beta. He also did the music. Special Thanks to Tomas who supported the software with advanced technical features. Enjoy. Character Animation Render: https://youtu.be/dOc-nkHzxjU Snippet from Museum https://youtu.be/N4df6uVdQYg
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