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Showing content with the highest reputation on 01/06/2022 in all areas

  1. Hello, I am sharing my personal utility class that contains a lot of functions that help to compute some geometrical data on meshes, selections, mesh editing, splines, normals, polygons and more : https://code.vonc.fr/utils It's still in construction, there is more to come, the descriptions are not yet translated in english, there is not yet images for all, it's not all in Python 3 yet too, but I am working on it. 🙂 I am also making a C4D file that contains all theses functions, like a bit unit test file where you can play with each function. I am searching a way to make a better presentation of it because it make a quite huge page actually, I'd like to have your opinion on it. Here is also a specific chapter on bezier curves in a more tutorial way to understand them : https://code.vonc.fr/courbe-de-bezier And if you are interested, there is more stuff on my website, not necessary C4D but still 3D oriented. I think will post here when I will translate some bach of them, with images. I hope this stuff can help some !
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  2. He explains it a few times he explains it but this ones probably the best lol
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  3. I've been working with OV for about a year now. OV Create is really cool and I think people misunderstand the concept. It is not meant to and will never replace dedicated DCCs. It's a cloud-based collaboration platform that offers real-time visualization of scenes that multiple people across the globe are working on at the same time. The built-in render engine is very fast and OV is also compatible with Pixar's Hydra, meaning you can plug in any hydra-compatible render engine. It is an alternative to sending assets back and forth with export and import. And USD is a great foundation.
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  4. Same as I said before. There are a couple of frames on each transition where both characters are visible. So in the mentioned shot, when he first turns into the bigger guy, there's a couple of frames where Both characters are technically visible, but the animator posed them in such a way that you maybe see mostly the bigger guy's body but Camilo's head. So he either hid camilo's body by maybe posing it behind the other's body, and then hid the other's head by scaling it down or something. All the same sort of thing. For The transition to the little girl. It's animated with some squash and stretch, where both are visible and the little girl's rig is stretched in a way to be as long or close to as long as camilo's is, and then it's just a matter of hiding and posing. It wasn't designed for Camilo. We have a universal model topology for most of our characters which allows us to refit rigs and re-use things like weight maps and more. The majority of all characters are the same topology. For all the bipeds, I think maybe Abuela was a different topology. This is normal for all of our movies as it gives us some cost savings when rigging etc. Nothing is free, but it can get us to a better starting point faster.
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  5. There's a few ways of doing that, but all with some limitations. Simplest way is Pose morph where you choose topology that suits all the shapes you need to make and then you set poses for each one. Or you can a loft a matrix generated spline if that would suit you more, and all objects have that same sort of construction... What we can't do, with native tools alone, is morph between totally unrelated meshes - they all have to have some things in common for any of these methods to work. Or you could use some transitional effect like a melt deformer for example, where a first object melts to a puddle, and a second one reforms from what looks like the same puddle, but is actually another melt deformer on another object keyed in reverse. Or, as above, the spherify deformer can do similar things as long as you don't mind a sphere being your intermediate shape etc... CBR
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  6. Butters on the South Park Covid Special explains NFTs perfectly lol.
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  7. Pole Vector is a free controler , like some sort of look-at system. it aligns the direction of your IK chain or in this case the elbow. It must be well located because if it is in the same point / coordinate of the elbow joint it will flip your chain like in your video. it should be away from the chain but in order for the arm to move freely . Using pole vector has advantages and disadvantages. It alows to create seamless IK/FK transitions in custom arm rigs wich is awesome. It is also important to create elbow/knee lock options in more advanced limb rigs. However it's also another controller that we must animate and place correctly. like the IK target. You can also regulate de angle manually instead of using the pole vector if you need or prefer. cheers
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