I think you are right, I'll probably end up with a pointcloud. I just have to figure a way to make them traverse the
geometry.
Thanks for your help!
Search found 45 matches
- 16 Jul 2012, 02:43
- Forum: Rigging & Face Robot
- Topic: tank tread/chain saw chain rig
- Replies: 8
- Views: 5513
- 15 Jul 2012, 17:18
- Forum: Rigging & Face Robot
- Topic: tank tread/chain saw chain rig
- Replies: 8
- Views: 5513
Re: tank tread/chain saw chain rig
Thanks for response. This looks great, but there is one hitch (I was unclear earlier). The compounds I ended up using are from the file am-UV2Position-Object.emdl for sliding an object on surface (the one with the rocket). So all the teeth are separate objects, not one mesh. I'll try to hack this in...
- 15 Jul 2012, 06:48
- Forum: Rigging & Face Robot
- Topic: tank tread/chain saw chain rig
- Replies: 8
- Views: 5513
Re: tank tread/chain saw chain rig
So here's an update test using some temp geo. [media]https://vimeo.com/45773784[/media] It's working for the most part, thanks to the UV slide compounds linked above. It didn't seem to like the uv unfold op, not sure why - using a cylindrical projection works fine. Anyhow, as I populated the tread r...
- 14 Jul 2012, 22:32
- Forum: ICE Compounds
- Topic: Sliding Skin, UV from mesh to point position
- Replies: 9
- Views: 11517
Re: Sliding Skin, UV from mesh to point position
I'm trying to use the sliding compounds for this rig. I can get the objects to flatten with correct uv's, but the object (tread teeth) won't stick to the ribbon mesh. I have: -original tread ribbon mesh to slide on (no ice tree) -flattened UV mesh (ice tree with 'deform on chacher' compound) -deform...
- 14 Jul 2012, 20:24
- Forum: Rigging & Face Robot
- Topic: tank tread/chain saw chain rig
- Replies: 8
- Views: 5513
Re: tank tread/chain saw chain rig
thanks - for the reply. For some reason, tho, I can't get the link-with part to work (it wont cycle correctly). < -- EDIT: works now, needed an open curve.
This may work if I can transfer the 'roll' created by the ribbon to the constraint.
This may work if I can transfer the 'roll' created by the ribbon to the constraint.
- 14 Jul 2012, 08:02
- Forum: Rigging & Face Robot
- Topic: tank tread/chain saw chain rig
- Replies: 8
- Views: 5513
tank tread/chain saw chain rig
I'm trying to make a rig for a tank-tread/chainsaw type mech thing. It doesn't have to be a perfectly real sim. I'm not really concerned with the treads matching up with the ground, actually a more exaggerated motion is the goal - imagine a chainsaw. See video . The idea is to use a strip of geo as ...
- 04 Jun 2012, 20:55
- Forum: Community ICE Project
- Topic: "dirt-collecting-in-corner" ICE effect
- Replies: 2
- Views: 7517
Re: "dirt-collecting-in-corner" ICE effect
wow - fast!
thanks that looks like a good start. I'll look into it - wonder if it could be polygonized as one object.
thanks that looks like a good start. I'll look into it - wonder if it could be polygonized as one object.
- 04 Jun 2012, 20:43
- Forum: Community ICE Project
- Topic: "dirt-collecting-in-corner" ICE effect
- Replies: 2
- Views: 7517
"dirt-collecting-in-corner" ICE effect
Does anyone know of a "dirt-collecting-in-corner" ICE effect?
Like the debris in the corner above Frankenstein's foot.
Like the debris in the corner above Frankenstein's foot.
- 02 Jun 2012, 21:21
- Forum: Announcements
- Topic: SSS2 Compound
- Replies: 22
- Views: 14361
Re: SSS2 Compound
I'm curious about your lighting setups - seems like Mental Ray renders very dark unless I put an exposure node on the camera, regardless of soft, ibl, or whatever. Without exposure on camera, when using a spot (with attenuation, which I know will diminish the power), I generally have to turn up the ...
- 31 May 2012, 09:06
- Forum: WIP
- Topic: Frankenstein's Monster - Crit/Advice
- Replies: 11
- Views: 4729
Re: Frankenstein's Monster - Crit/Advice
another update.
I have no idea what the jagged lines are across the shirt and jacket - some uv prob?
I have no idea what the jagged lines are across the shirt and jacket - some uv prob?
- 30 May 2012, 04:44
- Forum: WIP
- Topic: Frankenstein's Monster - Crit/Advice
- Replies: 11
- Views: 4729
Re: Frankenstein's Monster - Crit/Advice
Here's a jacket update (just a quick texture on it): 1-Frankenstein_Monster_v04_jacketMat_sunlight.jpg [img]jacketShader.JPG[/img] and here is the shader for the jacket: jacketShader.JPG It seems like lambert renders a bit faster than arc, but I could be mistaken. There are two incidence nodes - one...
- 26 May 2012, 22:54
- Forum: WIP
- Topic: Frankenstein's Monster - Crit/Advice
- Replies: 11
- Views: 4729
Re: Frankenstein's Monster - Crit/Advice
Thanks for the tips and advice - working on updates now.
- 25 May 2012, 15:58
- Forum: WIP
- Topic: Frankenstein's Monster - Crit/Advice
- Replies: 11
- Views: 4729
Re: Frankenstein's Monster - Crit/Advice
gustavoeb - could u show how those nodes would be set up in the render tree? not sure about the last part.
- 25 May 2012, 15:48
- Forum: Announcements
- Topic: SSS2 Compound
- Replies: 22
- Views: 14361
Re: SSS2 Compound
Thanks for posting these settings kzin - its helped me with this.
Are you using any camera exposure settings?
Are you using any camera exposure settings?
- 24 May 2012, 21:59
- Forum: WIP
- Topic: Frankenstein's Monster - Crit/Advice
- Replies: 11
- Views: 4729
Re: Frankenstein - crit and advice if you have a moment
Oops, hah hah! Dang, won't let me change the title...
- 24 May 2012, 20:28
- Forum: WIP
- Topic: Frankenstein's Monster - Crit/Advice
- Replies: 11
- Views: 4729
Frankenstein's Monster - Crit/Advice
Hello - I've got a setup for rendering this model very close to how I want it. Although the geo, materials, textures are in various states of completeness, the details, sss (thanks to these settings ), and shadows are coming out pretty nice. 1-Frankenstein_2spotties_1portal_02.jpg However when I sta...