Creating a Fake UFO Sighting in After Effects & Mocha

Quba Michalski returns with a fun tutorial on creating a fake UFO video using After Effects and Mocha for the tracking portions, which is a really simple process in Mocha. Check out the UFO Trolling Creating a Fake UFO Sighting in After Effects & Mocha Tutorial here.

Quba notes: “In this tutorial I will teach you how to create your own UFO troll video using After Effects and Mocha – a process that should take you no longer than 30 minutes from the moment you grab a camera, to the time you are ready for upload.”

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Creating Quick Facial Features in 3D-Coat Using Voxel Primitives

The Candyfloss Kid introduces new users of 3D-Coat to the concept of using voxel primitives as guid forms for mapping out facial features and basic details in 3D-Coat.

The Candyfloss Kid notes on his tutorial: “An introduction aimed at new users of 3D-Coat to the concept of using voxel primitives as guide forms for quickly mapping out facial features / basic details and alike. In the demonstration I am adding the voxel primitives to the existing voxel form on a single layer and adjusting them once merged back into the main form. Creating features on separate layers and merging later or even merging pre-built voxel features to your form is as equally doable should you wish.

To save time in the demonstration I have quickly indicated the forms. Best practice for speed is to to add as many detail indications of the form as you can at each resolution stage – starting from the lowest resolutions up. At lower resolutions it is far quicker and easier to suggest and quickly alter the sweeps of the main forms as well as quickly find your proportions and relationship of the basic details i.e using resolution stages to your advantage. When you feel you have the gist of the character at the lowest resolution possible , save the file that this may be your template to return and continue your work. This allows you to start afresh if you find yourself bogged down in your progress e.g getting lost in the details too early , losing your way, can’t find that blinking tool , wishing you were on a tropical island surrounded by a team of beautiful assistants and totally losing the plot etc. The latter scenario occurred to me 3 times during this recording.”

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Introduction to Blender Cycles

Andrew Price from BlenderGuru takes a look at getting started with the Blender Cycles rendering engine. Check out the complete tutorial for the Introduction to Blender Cycles at BlenderGuru.

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Tracking Vertices in Cinema 4D using Vertex Tracker

I came across a posting from MegaFill showing a quick tip on how to track vertices of polygon objects in Cinema 4D using VERTEX TRACKER that was created by Robert Sarosi, available on XpressoPresets.net. Vertex Tracker for Cinema 4D is a useful preset to track vertexes like the name suggests. The tracking is updated live so you can freely change the deformations and the animation and the tracker still keep up. You can use the tracked position to a lot of things… for example: you can parent a light to a deformed mesh’s vertex or use vertexes as particle emitters. Check out Cinema 4D Vertex Tracker here.

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MasterClass on Live Animation Binding in Maya

Mark Jackson posts his MasterClass on Maya Live Animation Binding a method for transferring character animations between any source data and any given animation rig using a Maya binder template file.

Mark Jackson writes: “This MasterClass will outline a method of transferring character animations between any source data and a given animation rig using a binder template file. This method was originally designed to enable Motion Capture data to be mapped to our in-house rigging systems while allowing for easy manipulation, but quickly evolved into a retargeting system in its own right.

In the most basic form it allows for MoCap fbx files to be dropped directly onto your animation rigs. However, expanding the technique allows you to transfer animations between characters even when their skeletal structures and proportions are completely different.

Because it relies on a Binder File and isn’t code based, it gives you the flexibility to manage any skeleton structure, allowing you to add custom bind nodes between any character specific joint and its relative Rig Controller. Finally because the bind is a preset file, it makes it very easy to bulk process animations, casting CharacterA’s animation library straight to CharacterB.”

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Overview of Using Xpresso in Cinema 4D

Muse Creative’s Eugene Opperman with part 1 in a series on the Basics of using Xpresso in Cinema 4D. Part one is a brief overview of Xpresso, where to find it, how to apply it and the general interface.

Eugene Opperman writes: “In part 1 of the Xpresso series, I show you a brief overview of Xpresso, where to find it, how to apply it and the general interface. Throughout the Xpresso series, we’ll dive into every category of Xpresso and find out just how simple Cinema 4D has made it for us to do complex calculations and formulas for our motion graphics. Stay tuned for more.”

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Voxelization Compound for Softimage ICE

2ndreality has posted some adventures in Voxelization in Softimage ICE and also made the experimental compounds available for download. There are some interesting things here including Voxelization on a mesh, multi resolution Voxels on a mesh, and a subVoxelizator.

softimage compound

https://rapidshare.com/files/2831611434/voxelizator.xsicompound

voxelized plane with texture property
shape instance (lego piece) distributed by pointclound

1.voxelize deromed mesh(grid, deform by surface)
2.voxelized planar mesh and deform voxel pointcloud by uv’s on nurbs surfaces (sphere—grid)
3.Create point from grid (subdivaded) and deform by nurbs uv’s

planar mesh= less voxel (u dont have to add all points in volume a delete unused …)

based on “UV Deform On Mesh” by http://www.matkovic.com/anto

unwrap 3d mesh to plane voxelize and deform back to 3d…

https://rapidshare.com/files/236591116/subVoxelizator.xsicompound

https://rapidshare.com/files/966437771/voxelizator_mult__res.xsicompound

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Unfold3D 7 Adds OSX Version

Unfold3D from PolygonDesign has recently released its Mac OSX versions of Unfold3D 7 with parallel features of its previous platform offerings. The last update to version 7 from version 6 of Unfold3D added a new ISOMAP algorithm that reduces stratching by a factor of 2 or more which means that you double resolution factor on final texture in stretched zones. Unfold3D 7 also sports a density paint map system, new local surface optimization tool, and new point edition workflow. A demo version is available for Unfold3D 7 for OSX here.

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Maya Bezier Node for Bendy Rig Setups

A Bezier Node freeware script for Maya that aids in the creation of bendy arms and bendy limbs in Maya by Jeroen Hoolmans. The Python scripted Bezier Node for Maya contains a quadratic bezier calculation, so it can be used to create a bendy arm setup. It requires 3 points and a factor to calculate the outPoint. Simply connect translate attributes to the inputs and the output to the destination nodes translate. Check out the Maya Bezier Node for creating bendy arms and limbs for Maya rigs here.

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RandomControl Arion Adds Real Sub-Surface Scattering in GPU

RandomControl, makers of Fry Renderer and Arion, the hybrid unbiased renderer which makes use of proprietary multi-CPU / multi-GPU / multi-IP interactive rendering technology and dubbed “realtime digital photography” recently showed off version 1.5.1 which notably adds super-fast Sub-Surface Scattering. Check out the new Real Time Sub-Surface Scattering in GPU in Arion Renderer here.

From the RandomControl article “Today is the day that we picked to unveil the first of the many new and hot features in the upcoming Arion 1.5.1, which will be the next public beta available to all customers of version 1.0, free of charge.Yes you read the title of the post right: 100% physically-correct, unbiased Sub-Surface Scattering at the speed of Arion on the GPU.

We thought that we would let you guys know about what’s going on under the hood. Below you can find some example renders made entirely in Arion 1.5.1. Render times are within the range of minutes for most of them on a machine with 2 Tesla M2050 (equivalent to GeForce GTX 470). You may also want to check our new technology development blog where we will post about our progress every now and then.”

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