PDA

View Full Version : couple of downloads


TimC
04-29-2005, 12:26 PM
I've added a few new items to my site.

One is a camera object with safe areas attached. You can control the visibility via user data on the camera object. This is a bit of a hack but should help some people. It is designed to work in a 1024x576 square pixel comp. If you change the aperture width then it will not work correctly, you can change field of view.

The second is a simple example of how to simulate dynamics using the Mocca ClothHilde module.

I've also added a few experimental animations to my animations page, for instance creating particles using sound information, combining FBX with core particle tools, plus a few others.

HYPA.tv (http://www.hypa.tv/tims/animations.html)

cheers
TimC

ghopper
04-29-2005, 12:44 PM
Cool stuff, the FBX & CPT mix looks nice. Thanks for sharing.

Byla
04-29-2005, 01:27 PM
Always been a big fan of your demo scenes, TimC, so thank you again and say hello to brighton. Bythway, I was there 6 days ago :thumbsup:

TaTaC
04-29-2005, 01:42 PM
Thanks for sharing! :thumbsup:

NWoolridge
04-29-2005, 01:57 PM
Very cool work, Tim! Thanks as always for the inspiration and files...

Nick

crusader222
04-29-2005, 02:26 PM
I greatly appreciate the Mocca ClothHilde example file. Very Cool!

pasto
04-29-2005, 05:51 PM
Very nice, and nice productions here.
Any way to get really hard stifness on the cubes or is it the max we can achieve here ?

JoelOtron
04-29-2005, 06:12 PM
Your a genius Tim. That first fbx kung-foo rig is amazing. Thanks for sharing.

RangTang
04-29-2005, 06:32 PM
Like those ghosted spline trails, very cool.

mikeh64
04-29-2005, 06:52 PM
thanks for the examples and files

any chance of sharing some details on the 3d sound particles example? does it need any plugins?

it is really cool

spirozero
04-29-2005, 08:14 PM
Like those ghosted spline trails, very cool.

Agree. Very impressive work, TimC. Do you use a plugin to make those ghosted trails?

I also like the "Using cloth to break letters apart" example. Hadn't seen that one before. I must say, you are quite skilled in the ways of C4D!

TimC
04-29-2005, 10:08 PM
Very nice, and nice productions here.
Any way to get really hard stifness on the cubes or is it the max we can achieve here ?

cheers Pasto, I'm glad you are back in the cinema field.

The mesh is pretty important (well very important).. I'm sure you could get it very stiff, it is a matter of balancing the values so the calculations don't collapse! As long as you keep a uniform mesh you should be safe, then it is a matter of juggling the parameters.

If you extrude a spline and then expect that to work as you want then you are probably hoping too much. If you model it so the structure is solid and balanced then you can throw it around with clothhilde and you know it will come back into shape (maybe!!)

cheers
Tim

TimC
04-29-2005, 10:13 PM
Your a genius Tim. That first fbx kung-foo rig is amazing. Thanks for sharing.

ha there is no genius here.. but thanks anyway.

For those with CPT, it isn't that hard. Get your FBX animation, add a null to each bone, then using TP add a particle to each null on each bone. Then use particle tracer and particle spline to animate the particles travel. The tricky bit for me was getting each particle to stick to each bone, but that would be easy for any one who writes code.

Certainly fun!

cheers
Tim

pasto
04-29-2005, 10:15 PM
Thanx Tim, I will try all that new stuff.
Your work is inspiring.

Venkman
04-29-2005, 10:20 PM
That sound stuff got me very excited. Tutorial? hints?

TimC
04-29-2005, 10:22 PM
thanks for the examples and files

any chance of sharing some details on the 3d sound particles example? does it need any plugins?

it is really cool

Thanks
I used soundkeys in After Effects to generate a greyscale map, then used it with matterwaves (TP). For instance follow the soundkeys tutorial and use that render as your matterwaves emission control.

Soundkeys is an After effects plugin made by Trapcode (http://www.trapcode.com)

I basically created animated solids in AE that scaled or moved with the sound then used that animation to control my particle emission.

Hope that helps, it is good fun!

cheers
Tim

TimC
04-29-2005, 10:26 PM
Agree. Very impressive work, TimC. Do you use a plugin to make those ghosted trails?

I also like the "Using cloth to break letters apart" example. Hadn't seen that one before. I must say, you are quite skilled in the ways of C4D!

Thanks,

The whole letters fall apart was a total accident, but if you extrude a spline and then make it editable. The faces or caps are not connected to the extrusion, normally you might optimise it. If you don't optimise it then it might just fall apart..

Tim

Continuumx
04-29-2005, 10:39 PM
Thanks TimC!

spirozero
04-29-2005, 11:05 PM
The whole letters fall apart was a total accident.

Gotta love it when that happens!

What about the ghost trails? I can't believe those were an accident!

Thanks for the tips Tim.

TimC
04-29-2005, 11:24 PM
Gotta love it when that happens!

What about the ghost trails? I can't believe those were an accident!

Thanks for the tips Tim.

What do you mean by ghost trails?

If you mean the trails on the FBX 'characters' then that was done using Core Particle Tools particle tracer (R.I.P.)

You could do it using sketch and toon, the tumbling movie uses S&T.

Attach particles to your character and then add sketch. In the sketch settings/ lines/
choose particles and Trails. In your sketch material make sure you have strokes enabled. You can make it a dashed line in sketch under Strokes / Pattern.

You won't see the effects of sketch on particles unless you render it.

cheers
Tim

spirozero
04-29-2005, 11:31 PM
Attach particles to your character and then add sketch. In the sketch settings/ lines/choose particles and Trails. In your sketch material make sure you have strokes enabled. You can make it a dashed line in sketch under Strokes / Pattern.

You won't see the effects of sketch on particles unless you render it.

Yeah, that's what I'm talking about. Geesh - I've never seen that done before. Great tip! Thanks!

mecha
04-29-2005, 11:31 PM
Absolutely fantastic stuff,

The soundkeys and FBX anims are great, and the PAL camera doo-hickey is just what I wanted.

Also, I flew to LA on Virgin and saw your idents in action - pretty damn impressive!

mecha

jerm
04-29-2005, 11:40 PM
I must agree with the others, the work is inspiring.

When you say you used the AE animation to control particle emission, did you somehow use xpresso to tell the emitter to look at the animation? Basically? Thanks for putting those up.

TimC
04-29-2005, 11:42 PM
Absolutely fantastic stuff,

Also, I flew to LA on Virgin and saw your idents in action - pretty damn impressive!

mecha

hey hey!

cool! I've not seen them on a Virgin flight, glad they looked ok. Damn I need a holiday..

Tim (not a virgin)

azmin
04-30-2005, 09:03 AM
Thx for sharing...

have been downloading from your site for last 2 years starting with that bad day at the office.
you know what, i was trying to do something similar and only succeeded two months back. whew... didn't initially know there were so many tools (softwares) involved. maybe you could post more tutorials? (as if you haven't done enough).

cheers.

TimC
04-30-2005, 05:26 PM
I must agree with the others, the work is inspiring.

When you say you used the AE animation to control particle emission, did you somehow use xpresso to tell the emitter to look at the animation? Basically? Thanks for putting those up.

Use the TP Matterwaves node. Using this you can control particle emission etc. using shaders or bitmaps. I rendered a movie using soundkeys, then used this movie combined with matterwaves. This way the particle emission is controlled by the soundkeys animation.

Here's a quick example of using matterwaves, here I've just used a gradient to control the emission but this can also be a movies etc..

matterwaves example (http://www.hypa.tv/tims/misc/matterwaves.zip)

cheers
TimC

prayas
04-30-2005, 11:26 PM
First of all i like to thank you for keeping us impressed again.

it is really nice of you to post files so we can learn from them. I had to do a test with the alternative methode to use cloth for simple softbodies.

What really kept my mouth open for some minutes was this fire experiment you did. Can you tell me how you did it?

P..:

Canadianboy
05-01-2005, 04:21 AM
man your a genious.... love your animations so cool

prayas
05-01-2005, 10:54 AM
been playing around with this softbody idea right now. any chance to have the cubes also perform as a collision object? right now the go through each other.


P..:

TimC
05-01-2005, 11:06 PM
been playing around with this softbody idea right now. any chance to have the cubes also perform as a collision object? right now the go through each other.


P..:

I haven't tried this but there are two ways you could approach it.

Either make all the cubes one object. In other words select them all and connect them. Although they will still appear to be seperate objects. Then use self collision.

or bake one, then make it a collision object, bake the next cube, make that a collision object etc..

Maybe someone has a more elegant solution.

cheers
TimC

prayas
05-02-2005, 12:27 PM
connecting them works fine in this case i like to use it. Thx alot. :)

elegant solutions are still welcome anyway.

P..:

CGTalk Moderation
05-02-2005, 12:27 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.