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Member Since 26 Jun 2007
Offline Last Active Apr 17 2013 03:29 PM
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Topics I've Started

Lighting 3D tutorial/presentation

30 October 2012 - 10:51 AM

Hey, does anyone remember a tutorial slash presentation this summer that was about the fundamentals of lighting in 3D? It was an hour long, very comprehensive, told all about the do's and dont's and was boosted from GSG or somesuch motion graphics blog. I know this is really a lame way of asking for decent lighting tutorials, but I wanna do some vfx 3d and to avoid using a third-party renderer which I frankly wouldn't understand enough to exploit.

Apple iPad/App Store Style Guide regulations

31 August 2012 - 10:49 AM

Anyone else come up against Apple's regs regarding how on-screen content is displayed on the iPad? We were working on an ad for an app and we had to bin a load of slick C4D work because the thing is not allowed to be cropped, flipped or rotated. You might as well use a 3D model without a backside, for you'd never see it... Does anyone else have experience of this and how'd you get around it?

Trademark Attribution

- Please add the correct trademark attribution. This should read:   "iPhone is a trademark of Apple Inc., registered in the U.S. and other countries. App Store is a service mark of Apple Inc."

Device Images

- Please use the latest generation Apple device images as provided in the Marketing Resources section of the App Store Resource Center. The rights released device images are located at:
https://developer.ap...rces/marketing/

- Ensure that the screen "shine" flows over the screen content you display on the device screen area.  The "shine" is in a separate layer in the Apple-provided images in the Marketing Resources section of the App Store Resource Center.  Images are located here:
https://developer.ap...urces/marketing

- Please do not add any graphic elements that appear to enter or come from the device screen.

- The Apple-provided product images may not be cropped or cut off.  The entire device must be displayed at all times.

- Please do not crop, cut-off or overlap the device images.  They must be shown in full with no obstructions or anything covering the device.

- Please do not flip, spin, rotate or animate the device images.  They must be shown in full with no obstructions or anything covering the device.

Hellishly Over-Complicated Robot Seeks Rigger for Quiet Nights In

08 August 2012 - 09:53 AM

Hiya,

Still trying to finish this f**king robot model. Anyone fancy taking a look at these robot's legs and telling me why I can't mirror it properly - and what the hey I could do better. I know learning on the job is better than watching video tutorials, but I'm bang outta time and making an enemy of Euler.

Please, O community of Cactus Dan acolytes, spare me from the onslaught and 'ave a butchers at this over complex TurboSquid-3DS-to-C4D-converted hulk of a robot.

Oh, and yesterday. For free. (jokes)

Merci, au revoir, mes bon vivants...

http://www.sendspace.com/file/ghdata

Character rigging/constraint problem

01 August 2012 - 01:43 PM

Hello peeps,

I'm rigging up a robot. I've bought Cactus Dan's CD Constraints, in the belief that my lack of knowledge would be alleviated slightly by an automated process. But I was wrong: I know hardly anything.

I have a mount on the robot's shoulder. This should swivel in Y-axis only, then the gun is attached to this hinge, and it should pivot in the X-axis only. We downloaded the model in FBX format and there was a system of two bones per hinge and gun, both with an (IK) aim system, so they both look at the same thing. The constraints should restrain the hinge to the Y only and the gun to the X only. Every time I port the model to the other guys' compters, this hierarchy falls apart.

Posted Image

It's pretty neat when the IK goal is used to aim the gun and the pivot constraints work, but this is just not happening. Something horrible is happening within the parented orientation of the joints. Aim/target tags just make the model swing wildly around into the supposed correct orientation. I realise that Euler rotations aren't the easiest concept to grasp, but this has me stumped. I was trying to not use bones at all and just use nulls and xpresso to do this, but that too is proving very hard.

Does anyone fancy a challenge? I'm trying my hardest to spend time watching rigging tutorials, pissing about with this model, but my time for R&D is over and it gets animated on Monday. Gulp.
Scene file here (R12)

Many many many thanks in advance...

Physical and Hair Render are not friends

25 May 2012 - 10:12 AM

Hey all,

Is there a good reason why Physical occludes hair? We're rendering a massive job across 4 computers, and we're at the end of the gig and will probably need to farm it out. One 300-frame render is going to take 72 hours after the big switch to Physical (Frischluft wasn't up to snuff IMO). We have a cylinder spline wrapped around a dynamic spline, oh it floats in the wind so niiiiice....then to make the string extra twine-like we have Fur to do the stray strands and hairs coming off the geometry. So far, so stringy.

With the need for accurate lens blur, and our depth matte > Frischluft pipeline made obsolete by the fact that neither of us can make FL Depth of Field do anything like a decent camera blur, we switched over to Physical for the lovely in-camera z-blur. Oh, how the render times soared! Last night's render queue is likely to be Tuesday morning's review. Big fun.

Much as turning off the Hair Render checkbox has saved a lot of pre-caching time, it's a shame to see those string whiskers go. I was proud of them.

If you add the standard Hair Material to say, a plain cube, and apple+R, you'll see a hairy cube. If you switch on Physical, you'll have one hair per vertex. Why this occlusion? I know that the hair is an 8-bit post process, but yet it doesn't make too much sense to allow the option.

Are there other Hair options I am missing? The moment you turn on Physical, the Hair Render section is missing most of its options.

Thank you lovely peeps. Back to work. It's 30 degrees outside. I could be lying in the long grass with a Pimm's, but no, somebody insisted we use Physical...