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Mylenium

Member Since 11 Oct 2006
Offline Last Active Today, 09:00 AM
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Posts I've Made

In Topic: C4D collision deformer Multiple or not?

Yesterday, 08:01 AM

You can export it to an Alembic file and reimport it. This may work much better in terms of file size as well as playback performance.

Mylenium

In Topic: Preparing files for AE from Illustrator

30 October 2014 - 04:10 PM

Yeah, CR is slow. Ultimately it's a little AI engine running inside AE.

Mylenium

In Topic: Preparing files for AE from Illustrator

30 October 2014 - 03:59 PM

Yeah, sure AE could use a bit of that stuff. It's just gonna be a bitch to implement.

Mylenium

In Topic: Rigging a Car

30 October 2014 - 06:57 AM

You will have to use the history levels and iterate them backwards to accumulate the correct angles and based thereon the directional rotations. I think in fact there's an example for this in the Thinking Particles presets. Otherwise check the usual suspects like Base80 and so on. I'd most likely do it in Python. Beyond that I'm sure you could find enough math examples for Maya, MAX, Houdini, Unreal Engine, Unity or whatever and snatch pieces of the code. Basically one would calculate a multiplier based on the steering angle to slow down or accelerate the rotation of the inner and outer wheels, respectively. Or you could go super-exact and integrate those again by calculating the offset path from the car's center... Depends on the situation.

Mylenium

In Topic: Object Buffer Blur

30 October 2014 - 06:48 AM

One alternate way would be to let Twixtor Pro (!) calculate the vector map and feed that back into RSMB. Though I'm really not sure what you are trying to do. one would in fact simply use the Object buffers to mask out specific parts of the Alpha channel and use that, not the OB directly...

Mylenium