Search found 1778 matches
- 25 Dec 2022, 09:50
- Forum: Feedback
- Topic: Season's greetings...
- Replies: 6
- Views: 11335
Re: Season's greetings...
Also, Merry Christmas and a happy 2023, everyone.
- 24 May 2022, 12:56
- Forum: Rigging & Face Robot
- Topic: Change position and rotation of a deformer afterwards?
- Replies: 3
- Views: 3538
Re: Change position and rotation of a deformer afterwards?
If it's about envelope deformer in SI, that's 'set reference pose'. Branch select skeleton, run this command through Animate>Envelope panel. For practical resaons, you want to store this new pose for later use, let's say like static action in Mixer.
- 17 Mar 2022, 23:17
- Forum: ICE
- Topic: Kristinka Hair 3 - Emit from Polymesh -- Error
- Replies: 8
- Views: 24619
Re: Kristinka Hair 3 - Emit from Polymesh -- Error
Hello first of all, thank you for using this thing, almost eight years since I made the last version. About "'emit from polymesh", in this case there should be ICE tree on poly mesh, with "initialize polymesh emmiter" compound applied. Ice tree should be active, all the time. If ...
- 09 Dec 2021, 12:28
- Forum: News
- Topic: Blender 3.0
- Replies: 1
- Views: 4196
Re: Blender 3.0
Just played with new Geometry Nodes. Doesn't seem to be as fast as Maya Bifrost, but way faster than former Animation Nodes addon. There are nice simplifications here and there, like assumed self.pointposition if nothing is defined. Has a geo queries like raycast and proximity, tried Raycast, seems ...
- 11 Feb 2021, 15:12
- Forum: Plugins
- Topic: vertex wheigth max bone
- Replies: 3
- Views: 4302
Re: vertex wheigth max bone
It should fix them as well, by pressing the button or by some weighting operation when is active (active= some number is present in input field). I used this option for game export, it worked.
- 11 Feb 2021, 13:49
- Forum: Plugins
- Topic: vertex wheigth max bone
- Replies: 3
- Views: 4302
Re: vertex wheigth max bone
There's ''enforce limit'' input field in Weight Editor, you have to put some number and do something with weights, then it should enforce the limit. It could be active as long as you're working with weights. Well, at least something like that - unfortunately that's my memory, not everyday experience...
- 30 Jul 2020, 11:20
- Forum: News
- Topic: Nodes will arrive to Cinema 4D
- Replies: 13
- Views: 11551
Re: Nodes will arrive to Cinema 4D
Mathaeus, things don't get messy faster? If this is about ''bottom to top, right to left flow'', that's a bit sarcastic. In Maya it's possible to see ''loops', where connection is taken from one node, plugged into another node and result is returned back to first node. Sometimes there is advantage ...
- 27 Jul 2020, 11:23
- Forum: News
- Topic: Nodes will arrive to Cinema 4D
- Replies: 13
- Views: 11551
Re: Nodes will arrive to Cinema 4D
One of very few advantages of using Maya for several years, is that I don't care :) anymore about that flow orientation thing, could be bottom to top and right to left, if works. Another question is, in which version of Cinema we'll see Neutron? I guess only in most expensive one, or they''ll find s...
- 08 Jun 2020, 11:48
- Forum: News
- Topic: Blender 2.83 LTS
- Replies: 21
- Views: 5991
Re: Blender 2.83 LTS
That cloth brush thing is amazing. There is a real cloth engine behind this tool, so any move with this brush produces something cloth like, masks are pins, there are editable typical parameters, it seems it's optimized to work only under brush area, so even speed is let's say reasonable. Special wi...
- 01 Feb 2020, 22:37
- Forum: Open Discussion
- Topic: RizomUV (old name Unfold3d) -can anyone coding c ++ RizomUV for SOFTIMAGE ?!
- Replies: 9
- Views: 2753
Re: RizomUV (old name Unfold3d) -can anyone coding c ++ RizomUV for SOFTIMAGE ?!
As Hirazi said, it seems to be already a part of SI, since 2011 or so. According to author''s post at Unity forums, (author is ''arquier''), it's just a different name.
- 28 Jan 2020, 11:38
- Forum: Open Discussion
- Topic: Space switching new character animation technique?
- Replies: 4
- Views: 1417
Re: Space switching new character animation technique?
It's not really new. It's looking like animated weighting of constraints in SI. ''Copy location" is Bl equivalent of Position Constraint in SI. Any "standard" 3d app should be able to do this, while such setup is easy in Blender or SI. Drawback of such technique, IMO, are completely u...
- 29 Nov 2019, 11:38
- Forum: News
- Topic: Blender 2.81 - 2.83 alpha
- Replies: 24
- Views: 6387
Re: Blender 2.81
I wouldn't do any character animation in Blender, for price of not doing such things at all. Hopefully, this is already a rare task in my life. From my little experience, it's much easier and lucrative to go further in other fields, for me that's compositing, procedural animation, some effect here a...
- 28 Nov 2019, 14:32
- Forum: News
- Topic: Blender 2.81 - 2.83 alpha
- Replies: 24
- Views: 6387
Re: Blender 2.81
Anyone use blender for character animation, how does it stack up to Maya? I still use Softimage for everything, I want to move on, but I do a lot of character animation work, and I am reluctant to use anything that would grind my workflow to a halt. From what i gather the only viable solution is Ma...
- 07 Nov 2019, 13:34
- Forum: Open Discussion
- Topic: 798 people online here?
- Replies: 20
- Views: 4308
Re: 798 people online here?
I cannot find the Kristinka tutorial video either (yet), but this is the tutorial page from the original website: https://web.archive.org/web/20181018061617/http://www.matkovic.com/anto/kristinka_hair_31_tutorial.html Both items retrieved using the Wayback Machine , an indispensable tool for ancien...
- 09 Sep 2019, 13:55
- Forum: Materials & Shaders
- Topic: NASA Moon KIT
- Replies: 1
- Views: 4250
Re: NASA Moon KIT
Nice. So, that's 23040 px for complete map, I guess (360 degree x 64). By the way, images from their SRT (Shuttle Radar Topography) mission, already affected the world of advertising. Now it's time for moon in background
- 02 Aug 2019, 19:58
- Forum: News
- Topic: Siggraph 2019
- Replies: 20
- Views: 4177
Re: Siggraph 2019
First compounds for Maya bifrost, some general and one nice deformation setup, here . Eyelid setup probably is not groundbreaking thing, but this is not important part, here. What it is important, it seems to be created by someone who clearly understands the needs of community, has ability to create...