batoloco
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Everything posted by batoloco
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Looks very good for me,how many projection cams were used in the hall?I think the textures looks acceptable if u used a single projection hence my question?the ceiling looks great,that was a tile textures along the z axis but the side walls and the floor looks great, congrats camera mapping is one of the best feautures in eias. Batoloco
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Hi Avt just duplicate your model one clean and the other with the destruction applied,I think you can bake the destruction animation. Thanks , Batoloco
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Hi frank there is a way to avoid using particles on your 3d software,just add a light to any curve and and just animate the light with the path to line in c4d export your animation into Ae . Once there add a solid and the particular plugin and name your light animated emitter You have more control over your particles these way and the overall look. If u want to emit geometry than you need mograph for these, since with mograph each clone has it's own id so I will remain cosistent nber of points ,add a curve add a cloned select any geometry added to the cloner,select object and pit the curve In the object mode use riptide pro
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Viewing animation in progress
batoloco replied to S. Houtzager's topic in Features propositions / Ideas
Well strange cause i i remember Ian mentioned that these is where the speed increase differs from other rendering engines while most of them show a constant redraw, i will like to press TAB for a speed hit ala After Effects. Thanks, Batoloco -
HELP WITH PURCHASING and IMPORTING OBJ with OBJ2fact
batoloco replied to a topic in EIAS General Forum
Hello Redcode, I use FBX the only problem i have encounter is some shading are a bit different but that has to do with your modeler, sometimes a bit of extrude might help for angular shapes. FBX also keeps the UV intact as Diego said just make sure you create them.:) By the way i didnt know how much have i suffered not having OBJ2FACT, never thought it will be discontinued, just like Power Computing. Batoloco -
the problem is the complexity of the object and the speed of the sim. Not practical for these mdd plug in + 3d app w softbodies(blender)
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Hi all, Just for the record i usually make a copy of the main animated object for visualization, makes it easier, but if you have several objects it is some how trouble some specially with the Parametric generator. Thanks, Batoloco
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Hi Tomas, Which version do you usually use ? since the 64 bit is a hit i the face ;) Batoloco
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Hi Richard and Igors, Thanks for trying the problem is not present with Flock This, but i can imagine creating a few flying objects animated via Flock This (which can have MDD attach and emitting particles with Power Particles Pro, this is endless possibilities. More simple trying to get a solid to break into pieces animated via MDD and emitting particles via PPPro. Edgard
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Hello folks, A few weeks ago i had ask in this forum if MDD could be linked with Power Particles Pro v2, can anybody confirm these cause i have tried several times crashing on me, so i wonder if i had to do these manually, also when parenting groups to PPPro these is able to recognized each group as a separate but my intention is to link them as a group of objects , any suggestions?thank you. Batoloco
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Hello family, I will like to add that the MDD jump gave a lot of value to Animator( no doubt about it) and i applause that. Now we need to be able to handle all these type of mdd data with a few changes and modifications eg. plug ins. I dont doubt that at some point there could exist a 64 bit Camera but i will recommend the possibility of a 64 bit Animator since Camera with its slaves can be powerful enough to handle millions of polys. Is very aggressive to suggest a 64 bit Camera with not even Maya running on 64 bit on the OSX where the plug ins might need a re write as well as all the shaders to be able to run on 64 bit mode there is need for them to update. It is a major jump guys. Thank you. Batoloco
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Hello folks, In the last couple of days i have being trying out the fabulous .MDD add to EIAS. I have found that whenever i link the mdd to PowerParticles Pro Animator quits and whenever i de activate the mdd it will operate properly. My intention is to add particles to my single mesh composed by many shapes to create the sensation of slowmo explosion off course i will have to add some different layers of light and dust afterwards but the main base is there to build up from. Has anybody tried PPro/MDD. Maybe i have to link them in another way.:) Thank you guys, Batoloco
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Congrats on your birthday Tomas and thanks for the reminder Richard. Batoloco
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Beautiful work Juan, is being long time since i have seen a great render from EIAS. It looks so real. WOW Batoloco
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Hi Tomas and all, Where can i purchased OBJ2FACT for my objects sequences to be rendered? Congrats on the plug in. Thanks, Batoloco
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Very interesting.So did you find what was wrong with your file Diego, can you elaborate a bit more. Thanks By the way congrats to the TEAM for these free plug in. Batoloco
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Parametric Cloner Animation Module
batoloco replied to Diego's topic in Features propositions / Ideas
Hi Diego, You could use Placer Deposit with Swage with a lot of possibilities for motion graphics.I saw a video from Brian where he put into action PD and Swage a few years ago and the results were nearly realtime. You could use PPPro with Pathfinder/Contortionist/FlexPath to drive the instances through a path and apply deformations in any part of your curve that you might wish, or deform the curve as the instances move on curve. A lot of possibilities , no effectors but i think very soon you might have something similar. Pakalolo edit: Further more i have found using a particle generator more convenient so it might be a good case to study.