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Ian

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Posts posted by Ian

  1. Hi all,

     

    Does anyone still have my old Paralumino tutorials knocking about?

     

    HyperGlass and Pacifica specifically.

     

    Is it possible you could dropbox them/ weTransfer them to me? 

     

    Many thanks!

    Ian

     

    Edited: I'll not be able to release them publicly, but I'd still like copies for myself.

  2. This is an excellent feature idea, but without 16bit/32bit output it is limited in its usefulness as the layers will start to fall apart when you adjust the exposure up a couple of points in Photoshop/AE...

    Unless you know a work around?

  3. Hi all,

    A feature request for bullet:

    Constraints (part of the Bullet 'library'):

    Point to Point constraint

    Hinge Constraint

    Slider Constraint

    Generic 6 Dof Constraint (has many uses)

    Non constraint additions:

    Springs ;)

    Barrier (an infinite plane beyond which the center of mass of the rigid body will not move. You could use a barrier to create objects that block other objects, for instance, a wall or floor.).

    Thoughts? :)

    Ian

  4. Hi all,

    I need to test this more myself, but a 'dampening' or 'drag' attribute/field would help here.

    Damping progressively diminishes the movement and oscillation of dynamic bodies by dissipating energy.

    Drag exerts a friction or braking force on an object that’s animated with dynamic motion: it is the component of aerodynamic force parallel to the relative wind which causes resistance.

    Ian

  5. Hi Apu,

    Have you tried opening the .obj with File > Open in Animator? It will use the FBX importer to convert the OBJ file, and UVs should stay in tact. The same for .3ds files, these will also be translated with 'File > Open'.

    Looking to the future, EIAS 9's import system is virtually bullet proof (and it is still being improved). It makes my life so very much easier.

  6. Forgive me if I'm misunderstanding this, but you don't need to save the texture, you can do it in Animator:

    1. Select the material ball

    2. Copy

    3. Go to the material of the destination object

    4. IMPORTANT: Click the material ball

    5. Paste texture

    It should be in the same world space.

    Best,

    Ian

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