Wednesday, December 28, 2005
Soft shadows discussion
DIscussion of technique to render shadows seperately, blur in PS and bake onto texture - boosting render time phenomenally
Wednesday, December 14, 2005
Monday, December 12, 2005
Thursday, December 08, 2005
Video Tutorial: Importing EPS to LightWave
Video Tutorial: Importing EPS to LightWave (Quicktime | 7MB)
Facial Animation article w/Tutorial
"1) A review of the book Stop Staring, by Jason Osipa
2) A review of Timothy Albee's Facial Animation (TAFA) software by Mac Reiter
3) A tutorial using the principles espoused in the book to animate a characters face"
Spinquad thread
His example
2) A review of Timothy Albee's Facial Animation (TAFA) software by Mac Reiter
3) A tutorial using the principles espoused in the book to animate a characters face"
Spinquad thread
His example
Monday, December 05, 2005
Friday, December 02, 2005
Thursday, December 01, 2005
Tuesday, November 29, 2005
UV pelting options for LW - discussion
- where they suggest using wings 3d, which is free
Wings3D UV mapping workflow and solutions CGtalk thread
Wings3D UV mapping workflow and solutions CGtalk thread
Saturday, November 26, 2005
Tuesday, November 15, 2005
Monday, November 14, 2005
Friday, November 11, 2005
Wednesday, November 09, 2005
Tuesday, November 08, 2005
3D Photo Browser Light
Freeware tool: Browse your LightWave scenes and meshes
Home page: http://www.mootools.com/plugins/3dphotobrowserlight.asp
Download page: http://www.mootools.com/plugins/download.asp
Free serial number: http://www.mootools.com/plugins/lightregister.asp
Newtek forum discussion
Home page: http://www.mootools.com/plugins/3dphotobrowserlight.asp
Download page: http://www.mootools.com/plugins/download.asp
Free serial number: http://www.mootools.com/plugins/lightregister.asp
Newtek forum discussion
Sunday, November 06, 2005
Hair guides
- a way of generating hair guides using clothFX
- quick, easy. The result isn't too tidy but
it's quick and will do for a lot of cases.
- quick, easy. The result isn't too tidy but
it's quick and will do for a lot of cases.
Saturday, November 05, 2005
Tuesday, November 01, 2005
Artists in Action - Zbrush
- above link is to main "Artists in Action"
Artists In Action - Anh Nguyen: Ear, Eyes, Nose, Mouth
- this thread contains a link to Anh's Free Ztools,
and further discussion
Artists In Action - Anh Nguyen: Ear, Eyes, Nose, Mouth
- this thread contains a link to Anh's Free Ztools,
and further discussion
Saturday, October 29, 2005
Tuesday, October 25, 2005
New Dodgy plugins
New simple to setup Parent Follower, visibilty, and children selection plugins
NEWTEK FORUM THREAD
"Quick ParentFollower.
This is for use for items which you wish to have follow their parent's rotation, such as joints of a finger.
Select your objects which you wish to follow their parents. Apply the Generic MGMakeItemsFollowTheirParents and each item will have the MGParentFollower.ls added to them, and will use the item's own channel locks to determine how much they can follow their parent's rotation. I use this for fingers where they want to rotate around their Pitch and the joints all curl at once. I apply it to the bottom two digits, with H and B locked, and use the rotation of the top joint of each finger to control them. It also has a delay setting, and a setup setting. The delay setting is for tail swishes etc. For bones, the rotation is AUTOMATICALLY offset from the rest position, so joints which are slightly bent in their rest state work correctly. For objects, their rotation at the Setup time is used instead. There is also Scaling and Offset vectors for complete control.
Visibility
Use this with hotkeys to quickly change the selected item's visibility to invisible, bounding box, frontface wireframe, polygons and textured.
Select Children(Recursive)
These allow you to select the children of the selected objects by type, either just their immediate children, or all their descendants."
NEWTEK FORUM THREAD
"Quick ParentFollower.
This is for use for items which you wish to have follow their parent's rotation, such as joints of a finger.
Select your objects which you wish to follow their parents. Apply the Generic MGMakeItemsFollowTheirParents and each item will have the MGParentFollower.ls added to them, and will use the item's own channel locks to determine how much they can follow their parent's rotation. I use this for fingers where they want to rotate around their Pitch and the joints all curl at once. I apply it to the bottom two digits, with H and B locked, and use the rotation of the top joint of each finger to control them. It also has a delay setting, and a setup setting. The delay setting is for tail swishes etc. For bones, the rotation is AUTOMATICALLY offset from the rest position, so joints which are slightly bent in their rest state work correctly. For objects, their rotation at the Setup time is used instead. There is also Scaling and Offset vectors for complete control.
Visibility
Use this with hotkeys to quickly change the selected item's visibility to invisible, bounding box, frontface wireframe, polygons and textured.
Select Children(Recursive)
These allow you to select the children of the selected objects by type, either just their immediate children, or all their descendants."
Sunday, October 23, 2005
Various UV methods
A Newtek forum thread discussing several UVing methods.
I linked it here just because the I'd read about the Menithings a long time ago, but that was before I'd tackled UVing. Now the idea of using the modeler tools to get a good UV rip seems so obvious.
I linked it here just because the I'd read about the Menithings a long time ago, but that was before I'd tackled UVing. Now the idea of using the modeler tools to get a good UV rip seems so obvious.
Thursday, October 20, 2005
Tuesday, October 18, 2005
Dogbite's Procedural Motion Tutorial
Proton posted these video tutes on Spinquad:
"This 2 part video tutorials shows building a rig that has slider based animation.
making a fish swim on command. 10 MB in total and well worth the download!"
"This 2 part video tutorials shows building a rig that has slider based animation.
making a fish swim on command. 10 MB in total and well worth the download!"
Sunday, October 16, 2005
Colin Cohen
Apparently his site is down, but he's sharing some of his plugins in this thread if you're looking for them
Wednesday, October 12, 2005
Tuesday, October 11, 2005
Xtrm3d's morback thread on spinquad
Page 2 has some awesome surfacing and render tips for great shiny sculpy-looking skin.
Saturday, October 08, 2005
New Copy/Paste UV plugin
Quoting Nitisara from this Newtek forum post:
"I made Copy/Paste UV plugin, as an alternative for standard Copy/Paste UV commands.
Advantages of new plugin:
- supports continuous and discontinuous UVs;
- does not depent on the object creation history (i.e. points numbers and their topological order);
- does not depend on the order of polygons selection;
- can paste UVs onto mirrored geometry (ex. you make UVs for right hand, copy them and paste onto left hand). "
Link to the plugin is in the original thread
"I made Copy/Paste UV plugin, as an alternative for standard Copy/Paste UV commands.
Advantages of new plugin:
- supports continuous and discontinuous UVs;
- does not depent on the object creation history (i.e. points numbers and their topological order);
- does not depend on the order of polygons selection;
- can paste UVs onto mirrored geometry (ex. you make UVs for right hand, copy them and paste onto left hand). "
Link to the plugin is in the original thread
Thursday, October 06, 2005
Steve Warner's website
Compiling all his tutes here
including the "There and Back Again" Zbrush primer for Lightwave users
including the "There and Back Again" Zbrush primer for Lightwave users
Saturday, October 01, 2005
Zbrush 2 learning kit
- video tutes to get you up to speed with ZBrush2 fast
ZBrush2 demo download
Spinquad forum news post - possible future discussion here?
ZBrush2 demo download
Spinquad forum news post - possible future discussion here?
ClothFX collision using nulls - calculates fast
- results may vary
Also referred to in THIS newtek forum thread
Dodgy's plugin's website has AddCollisionNulls plugin to help with this process/method
*(Note that Dodgy has a lot of other INSANELY cool plugs insluding updated springy plug and many more)
Also referred to in THIS newtek forum thread
Dodgy's plugin's website has AddCollisionNulls plugin to help with this process/method
*(Note that Dodgy has a lot of other INSANELY cool plugs insluding updated springy plug and many more)
Monday, September 19, 2005
Saturday, September 17, 2005
Smellybugs Maquette Tutorial
Awesome Maquette tute covers everything from taking the 2D concept art, building armature, scultping, baking and painting, right to final painted model.
Friday, September 16, 2005
Wednesday, September 14, 2005
Resize tool from Picatrix
Creates a bounding box around the object which allows resizing and scaling based on a movable axis.
Sunday, September 11, 2005
Monkey Business
Great thread on spinquad talking about texture mapping coins
Bum map is 16 bit - "that way you can really crank up the bump without noise."
Bum map is 16 bit - "that way you can really crank up the bump without noise."
Saturday, September 10, 2005
3Dcreative mag
Downloadable mag for purchase. Lite version is 26 pages, free, to suss out.
Full is $4USD. Current issue is #1 Sept 05
Full is $4USD. Current issue is #1 Sept 05
Mesh Outfreakage and weight map issues
I've been thru this once before and then again recently, so here is the drill for my own reference and anyone else who might find this useful.
DO NOT SCALE BONES
Alter rest length to adjust bone length/size. Otherwise you will distort your mesh unpredictably.
To fix, revert scale to 1 in all 3 axis, and multiply the REST LENGTH by the inverse of the former scale to get the length you want.
Tiny bones and weight map issues:
I found tiny bones would drive weight maps fine, but other nearby bones seemed to effect the edges of that weightmapped area, as if the tiny bone could not maintain influence over its whole weightmap and was overridden by movement of the bigger bone nearby. Adjust rest length to something more in proportion and problem fixed. (We are talking about a bone which had been about a tenth or hundredth the size of the other bone.
DO NOT SCALE BONES
Alter rest length to adjust bone length/size. Otherwise you will distort your mesh unpredictably.
To fix, revert scale to 1 in all 3 axis, and multiply the REST LENGTH by the inverse of the former scale to get the length you want.
Tiny bones and weight map issues:
I found tiny bones would drive weight maps fine, but other nearby bones seemed to effect the edges of that weightmapped area, as if the tiny bone could not maintain influence over its whole weightmap and was overridden by movement of the bigger bone nearby. Adjust rest length to something more in proportion and problem fixed. (We are talking about a bone which had been about a tenth or hundredth the size of the other bone.
Tuesday, September 06, 2005
Some Lscripts
Load & Save Camera
Make Ortho Camera
Previewmaker
QuickDissolve
Copy_Paste_Motion
Layout_Focus_Tools
Shadow lights
Make Ortho Camera
Previewmaker
QuickDissolve
Copy_Paste_Motion
Layout_Focus_Tools
Shadow lights
Thursday, September 01, 2005
Friday, August 19, 2005
Pet Alien article
Making of article worth a gander when you have time to kill. Each page pops up seperately, which is pretty annoying, but they talk about 3D squash and stretch (in brief) and some rigging discussion which looks kind of interesting at a glance.
Thursday, August 18, 2005
Saturday, August 13, 2005
MGUVrelax
Specifically to fix the overlapping UVs. Try in conjunction with Lynx's Realx UV plugin (see below).
From the notes:
"Just add MGUVRelax.lsc like a normal plugin (press ctrl-F11 to bring up the plugin manager).
Usage:
THis will smooth the selected points UV values, for untangling overlapping uvs. It works exactly the same as LW's own mesh smoothing command, but with uvs.
NOTE: It makes a morph, so you'll need to deselect that to continue working :P I'll try and fix that when I figure out how :P "
From the notes:
"Just add MGUVRelax.lsc like a normal plugin (press ctrl-F11 to bring up the plugin manager).
Usage:
THis will smooth the selected points UV values, for untangling overlapping uvs. It works exactly the same as LW's own mesh smoothing command, but with uvs.
NOTE: It makes a morph, so you'll need to deselect that to continue working :P I'll try and fix that when I figure out how :P "
Friday, August 05, 2005
Tuesday, August 02, 2005
Monday, August 01, 2005
Sunday, July 31, 2005
Unwrap II
"Unwrap II draws polygons in the UV coordinate space of an image-mapped texture layer. In other words, it "unwraps" the polygons so that you can see where they will fall in the texture image. You can paint on top of the image produced by Unwrap II to create polygon-accurate texture mapping, and when you're done, just substitute this image for whatever's currently in the layer."
Friday, July 22, 2005
Pisong - Character • Older Asian dude
Usual rule applies when looking at Pisong's new work - wear absorbant undergarments.
Tuesday, July 19, 2005
Saturday, July 16, 2005
Wednesday, July 13, 2005
MODO scripts - Seneca's
Seneca's scripts for Modo
(also available scattered thru vertexmonkey, but here they are all in one place)
set them to hotkeys/pie menus and go nuts
(also available scattered thru vertexmonkey, but here they are all in one place)
set them to hotkeys/pie menus and go nuts
Tuesday, July 12, 2005
Saturday, July 02, 2005
TAFA article
Article on Timothy Albee's Facial Animation
- the review is written by Timothy Albee, so it's not an outside reviewer, but there is a lot of good info. Interesting read. I want one.
- the review is written by Timothy Albee, so it's not an outside reviewer, but there is a lot of good info. Interesting read. I want one.
Smurf house
Great textures. Procedural walls and roof, UV wood door.
Looks like a miniature set for stop motion.
Looks like a miniature set for stop motion.
Puffand LarkinRigging tute
I've plugged this before I think, but it's getting "mad props" today in a rigging thread. Meant to be an awesome rig.
Wednesday, June 29, 2005
Thursday, June 23, 2005
Soft shadows trick
"A simple setup to get correct soft shadows from lights. It's based on the spinning light trick, but a bit elaborated. Motion blur is required; it works great with Fprime, and it's good for animation....
....It gives a good circular soft shadow, like sun's one or even interior lamps.
It can be improved with sliders; you can get custom-shape shadows modifying target's path.
Just load the scene, put an object on a plane and play with it, it's fairly simple and can be improved... place here your ideas if you like."
....It gives a good circular soft shadow, like sun's one or even interior lamps.
It can be improved with sliders; you can get custom-shape shadows modifying target's path.
Just load the scene, put an object on a plane and play with it, it's fairly simple and can be improved... place here your ideas if you like."
Wednesday, June 22, 2005
Invert Morphs
Swap base with another morph, and so on.
(You could do this but applying morphs at -100% and so on but this might be a quick helper under the maps tab.)
(You could do this but applying morphs at -100% and so on but this might be a quick helper under the maps tab.)
Tuesday, June 21, 2005
Sunday, June 19, 2005
Friday, June 17, 2005
Wednesday, June 15, 2005
Tuesday, June 14, 2005
Sunday, June 12, 2005
Saturday, June 11, 2005
Low poly "photorealistic human face" tute
CGtalk teturing tute thread re: texturing for a "photorealistic low poly human face."
Probably a good starting point for high-poly photoreal face texture in terms of blocking in base colours and so on...
Probably a good starting point for high-poly photoreal face texture in terms of blocking in base colours and so on...
Friday, June 10, 2005
NEW PRIEST
Whoah, I approached this album with a fair amount of scepticism, as most awesome metal bands end up recording urinal cake standard material after about 4 releases.
The new Judy album is fucking gold, riffs & drums are just modern enough to make them better than if they were thin & shitty 80's sounding.
But Halford is in fucking top form. The first track says it best
JUDAS IS RISING.
damn fucking right!!!
get this & play it for your signifigant other, all of a sudden you wont have to listen to something gay in the car, she'll let you play this as you charge down the highway. If you liked the Darkness in 2002 (& you fucking well better have) this is the next best thing.
The new Judy album is fucking gold, riffs & drums are just modern enough to make them better than if they were thin & shitty 80's sounding.
But Halford is in fucking top form. The first track says it best
JUDAS IS RISING.
damn fucking right!!!
get this & play it for your signifigant other, all of a sudden you wont have to listen to something gay in the car, she'll let you play this as you charge down the highway. If you liked the Darkness in 2002 (& you fucking well better have) this is the next best thing.
Thursday, June 09, 2005
Newtek thread regarding Unfold3D tutorial ...
The tute in question is HERE
On page 2 of the newtek thread (post #20) there are some tips about getting a perfectly symmetrical UV map with a few steps after those outlined in the Unfold3D tutorial.
- Mesh Reknitter plugin is used
There is also Lynx's Relax UV plugin, which, according to a post in THIS Spinquad thread,* "does a nice job with additional uv cleanup after unfolding"
*(also about using Unfold3D for ripping UV maps)
On page 2 of the newtek thread (post #20) there are some tips about getting a perfectly symmetrical UV map with a few steps after those outlined in the Unfold3D tutorial.
- Mesh Reknitter plugin is used
There is also Lynx's Relax UV plugin, which, according to a post in THIS Spinquad thread,* "does a nice job with additional uv cleanup after unfolding"
*(also about using Unfold3D for ripping UV maps)
Monday, June 06, 2005
Saturday, June 04, 2005
Wednesday, June 01, 2005
Relax UVs Modeler plugin
This plugin does NOT magically rip great UV maps.
BUT it is a good tool to use during manual "pelting" to minimise stretching.
I use it this way:
STEP 1 -
Manually rip a map, stretch tweak and tidy it a bit by hand, then run "relax UVs" to take out some of the distortion. (Check "Lock boundary" and "Quad Substructure")
Then manually fix any issues caused by "relax UV".
- it may have caused overlap around holes: eyes, mouth, ears
STEP 2 -
Set up dual window display, one side UV display and the other textured wire, perspective view.
In surface editor assign a checkered test texture to the surface using the new UV map. Select the polys where the texture has the most stretching, and run "relax UVs" again on those polys only. You may need to go back (undo) deselect some polys and rerun "relax UVs", to isolate the relax area of effect.
STEP 3 -
Now, instead of a mess of distortion, your checkered test texture is largely pretty cool, with some small areas of obvious stretching. On the textured wire perspective view you can select points where the texture is stretched, and move the points in the UV display window, to make your UV map rad in a relatively short space of time.
NOTE: when manipulating points in the UV window, transform UV map -50% on the U axis, then activate symmetry.
(Selecting a point and moving with the "T" move tool will move the other side in symmetry, the DRAG tool unfortunately doesn't work in symmetry yet in this particular context.)
BUT it is a good tool to use during manual "pelting" to minimise stretching.
I use it this way:
STEP 1 -
Manually rip a map, stretch tweak and tidy it a bit by hand, then run "relax UVs" to take out some of the distortion. (Check "Lock boundary" and "Quad Substructure")
Then manually fix any issues caused by "relax UV".
- it may have caused overlap around holes: eyes, mouth, ears
STEP 2 -
Set up dual window display, one side UV display and the other textured wire, perspective view.
In surface editor assign a checkered test texture to the surface using the new UV map. Select the polys where the texture has the most stretching, and run "relax UVs" again on those polys only. You may need to go back (undo) deselect some polys and rerun "relax UVs", to isolate the relax area of effect.
STEP 3 -
Now, instead of a mess of distortion, your checkered test texture is largely pretty cool, with some small areas of obvious stretching. On the textured wire perspective view you can select points where the texture is stretched, and move the points in the UV display window, to make your UV map rad in a relatively short space of time.
NOTE: when manipulating points in the UV window, transform UV map -50% on the U axis, then activate symmetry.
(Selecting a point and moving with the "T" move tool will move the other side in symmetry, the DRAG tool unfortunately doesn't work in symmetry yet in this particular context.)
Saturday, May 28, 2005
A faster lightdome
And HERE is the link to the newtek site tute for the original "clay render" method
Friday, May 27, 2005
Thursday, May 26, 2005
Syflex in XSI video tute
(no sound)
Having done some work in Lightwave with Cloth Dynamics, this video is pretty mind-blowing.
Having done some work in Lightwave with Cloth Dynamics, this video is pretty mind-blowing.
Wednesday, May 25, 2005
Tuesday, May 24, 2005
Thursday, May 19, 2005
Random Allocator
"It will be useful to clone an object on a reference mesh in layout. (generic script)
It is similar to PointClonePlus for modeler.
It is available a documentation file .txt in the .zip file.
It has some limitations but it work quite well."
It is similar to PointClonePlus for modeler.
It is available a documentation file .txt in the .zip file.
It has some limitations but it work quite well."
Wednesday, May 11, 2005
Monday, May 09, 2005
Friday, May 06, 2005
Thursday, May 05, 2005
Thursday, April 21, 2005
Wednesday, April 06, 2005
Saturday, April 02, 2005
Friday, April 01, 2005
Monday, March 28, 2005
Tuesday, March 22, 2005
Thursday, March 17, 2005
Stranger's Wrath - the new Oddworld game
"Character Ammunition"
- This article is OK but check out some of the renders. Especially the ork guy at the bottom of the first page. Awesome. The penis/mushroom-headed things look a bit crap but the Orc gives Blizzard a run for their money.
Making Of Article - for the intro movie for the game Stranger's Wrath.
And there's a clip for it too, 23MB
- This article is OK but check out some of the renders. Especially the ork guy at the bottom of the first page. Awesome. The penis/mushroom-headed things look a bit crap but the Orc gives Blizzard a run for their money.
Making Of Article - for the intro movie for the game Stranger's Wrath.
And there's a clip for it too, 23MB
Rendering to DVD - discussion
From Newtek board
- info about mpeg2, resolutions, file directory structure and audio settings for burning to DVD
- info about mpeg2, resolutions, file directory structure and audio settings for burning to DVD
Sunday, March 13, 2005
TAFA tutes
Both video and text
"Be sure to also explore the complete TAFA Tutorial within the program itself: Help -> Help... -> Getting Started"
"Be sure to also explore the complete TAFA Tutorial within the program itself: Help -> Help... -> Getting Started"
Saturday, March 12, 2005
ZBrush2 tute links
Meats Meyer's DVDs discussion - 3DBuzz
ZBrush Quicklinks - tutes and resources
ZBrush2 video tutorial - at 3DPalace
ZBrush Quicklinks - tutes and resources
ZBrush2 video tutorial - at 3DPalace
Tuesday, March 08, 2005
Monday, March 07, 2005
ChanLum - free SSS
Saturday, March 05, 2005
Psyop
Stomp I know I've bent your ear on this shit a billion times, a 3D line that reveals itself over time. Well these guys are the fucking kings of that shit. take time to look through their impressive folio of adverts that all feature a similar style. a couple to look out for is the new EA Sports one, End to End Burners (I think it's listed as Company Flow).
A bit more research has revealed that they use Softimage/XSi so that works out nicely, now it's time to hit google & see if there are anyt appropriate tutes otu there.
A bit more research has revealed that they use Softimage/XSi so that works out nicely, now it's time to hit google & see if there are anyt appropriate tutes otu there.
Friday, March 04, 2005
Monday, February 28, 2005
Thursday, February 24, 2005
Monday, February 21, 2005
Sharp/Smooth Splines
Direct link to ZIP
"For those people doing work with splines, this plugin allows you to split multiple splines (make them have sharp corners) at wherever you have selected points, or, if the selection is multiple splines, it with smooth across their joins. This does away with the faffing of splitting splines using the standard LW method, and means you can put this dual sharpening/smoothing function on ctrl-s (the standard LW hotkey for just smoothing)"
"For those people doing work with splines, this plugin allows you to split multiple splines (make them have sharp corners) at wherever you have selected points, or, if the selection is multiple splines, it with smooth across their joins. This does away with the faffing of splitting splines using the standard LW method, and means you can put this dual sharpening/smoothing function on ctrl-s (the standard LW hotkey for just smoothing)"
Wednesday, February 16, 2005
Holy shit powered motor bikes
Monday, February 14, 2005
Fi's UvChalk is up to 0.8.1
Newtek THREAD
From the Newtek thread:
"It's really coming along. Tablet support, a tool brush menu and FREE!"
Looks great for blocking out textures on the WACOM
From the Newtek thread:
"It's really coming along. Tablet support, a tool brush menu and FREE!"
Looks great for blocking out textures on the WACOM
Saturday, February 12, 2005
applyIKFK & poobySpine updated for LW8.2
"I added Match Goal Orientation to vFollowerPlus and also included a new plugin called ccLock that sets the incoming curve type for a keyframe. poobySpine has been changed to deal with a LW8.2 problem."
Friday, February 11, 2005
Thursday, February 10, 2005
Dexus's Modeler plugins
- Ultimate edge spin
- Switch active UV (continuous) for multi UV vertex**
- Splits edge on a half
** This one looks particularly handy to me at least - In UV work you can switch to the shared UV point
- Switch active UV (continuous) for multi UV vertex**
- Splits edge on a half
** This one looks particularly handy to me at least - In UV work you can switch to the shared UV point
Tuesday, February 08, 2005
TWITCH
"A motion plugin that enhances and replaces noisy channel by adding the ability to envelope the speed and scale of the noise."
NOTE: Twitch apparently does not work over network rendering: Newtek Thread
you'd need to bake everything first
Plugin page also has:
SOLO - "A collections of six LScripts that add modeler like visibility functionality to layout."
NOTE: Twitch apparently does not work over network rendering: Newtek Thread
you'd need to bake everything first
Plugin page also has:
SOLO - "A collections of six LScripts that add modeler like visibility functionality to layout."
Sunday, February 06, 2005
Saturday, February 05, 2005
Maestro -- Char Rig and Anim plugin for LW
Commercial plugin coming soon, demo vids at the link
Update -
More videos:
http://vbulletin.newtek.com/showthread.php?t=33383
Update -
More videos:
http://vbulletin.newtek.com/showthread.php?t=33383
MGMakeStretchy
Stretchy bones:
2 threads:-
available in this long thread: HERE
BUT also has own thread: HERE
This does as below, nothing you couldn't do in LW using expressions, but much easier to set up....
Usage:
Select any objects or bones which you may wish to make stretchy (able to scale them in the x/y/z whilst it's children remain the same size)
Apply the generic plugin MGMakeStretchyGN.Now you can use the Stretch tool on the items, without this affecting their children.
How it works:
This will add a child bone to the item, and apply the Motion plugin MGStretchCompIA to it, which compensates for any scale modifications done to
it's parent. It will also reparent the stretchy item's child to this new compensator bone, so they won't be affected by their parent. It also hides
the compensator bone and locks it from selection. If you want to adjust this bone, use the Scene editor to select it.
MGStretchCompIA has toggles for X/Y/Z channels,so you can switch them off individually if necessary.
2 threads:-
available in this long thread: HERE
BUT also has own thread: HERE
This does as below, nothing you couldn't do in LW using expressions, but much easier to set up....
Usage:
Select any objects or bones which you may wish to make stretchy (able to scale them in the x/y/z whilst it's children remain the same size)
Apply the generic plugin MGMakeStretchyGN.Now you can use the Stretch tool on the items, without this affecting their children.
How it works:
This will add a child bone to the item, and apply the Motion plugin MGStretchCompIA to it, which compensates for any scale modifications done to
it's parent. It will also reparent the stretchy item's child to this new compensator bone, so they won't be affected by their parent. It also hides
the compensator bone and locks it from selection. If you want to adjust this bone, use the Scene editor to select it.
MGStretchCompIA has toggles for X/Y/Z channels,so you can switch them off individually if necessary.
Wednesday, February 02, 2005
Thursday, January 27, 2005
Monday, January 24, 2005
UV chalk
Has been posted on the Potatoe before, but worth a respot as the
Flay page has some docs, also
This thread has discussion and info
Flay page has some docs, also
This thread has discussion and info
Sunday, January 23, 2005
Wednesday, January 19, 2005
Joytrol and MorphTrack work with SmartMorph
Joytrol has been updated to version 1.0.1 and both Joytrol and MorphTrack have been updated to work with SmartMorph.
Saturday, January 15, 2005
Anasazi Stop Motion Animator
Free stop motion software (for use with digital camera)
Has onion skinning etc
Has onion skinning etc
Thursday, January 13, 2005
Zwave
Flay
CGtalk thread - bare currently but might pick up
Plug-in to help transfer data between Zbrush and Lightwave
A plug-in that is designed to assist in transferring data from Zbrush to Lightwave (usually an OBJ format object file and normal displacement map information).
Also relevant:
Normal mapping help thread on CGtalk
CGtalk thread - bare currently but might pick up
Plug-in to help transfer data between Zbrush and Lightwave
A plug-in that is designed to assist in transferring data from Zbrush to Lightwave (usually an OBJ format object file and normal displacement map information).
Also relevant:
Normal mapping help thread on CGtalk
Monday, January 10, 2005
clothFX collision "explosion" discussion
Some ideas to address clothFX collision explosion issues and general zen-like peace of mind
Subscribe to:
Posts (Atom)