sure, i already add it, my msn is nodigasnada@live.com
when u can send me the tuts and i upload to 2 or 3 diferents hostings.
greetings!
sure, i already add it, my msn is nodigasnada@live.com
when u can send me the tuts and i upload to 2 or 3 diferents hostings.
greetings!
Andrew, it’s already been said a million times, but damnit it’s so cool that you do this.
Thanks so much for making all of these.
Dude, Im glad your enjoying them, its been a while since ive been able to update, we jsut installed rocket arena 3 so its been soaking up what little free time ive had 
Dude I just recreated your crown spash, that’s so awesome. Especialy the distribution curves - I wouldn’t have figured it out by myself! Thanks!
Ha! Awesome hiristo, Im glad your digging it. Whats cool about that shape to me is that i find that it looks like a bit more of a physical impact. It generates a recognizable shape instead of that chaotic computer divigerence that we are all used to seeing. I got the idea from this dude named Ari, the cat that runs shadowplay studios here in LA, he did this video, when i first watched it, I tottaly didn’t understand the applications of what he was doing with value to time node. Now its one of the most used nodes in my workflow.
If you want to give yourself a challenge, get the crown animation to align in the direction of the impact particle instead of the default up direction.
-Andrew
was in the videos “Distribution Curves”. It more or less covers the theory behind Distribution Curves, but explains it with the crown splash - quite cool.
That directional idea is cool, i think it can be done with the angle of collision TP provides 
geesus, just had some time to watch the missle overview/ect., hell of a setup, although I must admit I certainly got lost after the first few minutes, easy to understand what you were explaining but how you got to it baffled me. You could definitely break it down into a few more vids, imho, maybe thats just me though
Anyway thanks again for taking the time to put them together:)
Yea dude I plan on doing that, I have just been so freaking swamped latley. UHG!
-Andrew
ah I would really like to get the tutorials, but your site is unavailable. 
It would be nice to put those tutorials on rapidshare.com. It would save your bandwidth and they would be available easily.
thanks anyway for your efforts.
I really want too, im caught up in the middle of getting some scripts done for FUme Library management. SOon as work gives me some down time I’m gonna do that.
The site should be up shortly.
-Thanks guys, Andrew
ok,
as I finally managed to get the tutorials, I took the time to put everything on rapidshare.
Here are all the links, do whatever you want with them. They should stay available for quite a long time. Please tell me if there is any problem with a link and I'll repair it.
thanks a lot for the tutorials!
DemoReel:
[http://rapidshare.com/files/185297154/demoReel_.mov](http://rapidshare.com/files/185297154/demoReel_.mov)
Production Ex. Missle Impact:
[http://rapidshare.com/files/185294777/01_MissleTrail_Overview.avi](http://rapidshare.com/files/185294777/01_MissleTrail_Overview.avi)
[http://rapidshare.com/files/185279348/02_TPtoAfterburn.avi](http://rapidshare.com/files/185279348/02_TPtoAfterburn.avi)
[http://rapidshare.com/files/185294788/Afterburn_Trails.mov](http://rapidshare.com/files/185294788/Afterburn_Trails.mov)
Production Ex: Avoiding Deforming Obj Collisions:
[http://rapidshare.com/files/185285355/01_Overview.avi](http://rapidshare.com/files/185285355/01_Overview.avi)
[http://rapidshare.com/files/185287454/02_SurfaceLock.avi](http://rapidshare.com/files/185287454/02_SurfaceLock.avi)
[http://rapidshare.com/files/185274379/03_BringToAndSpawn.avi](http://rapidshare.com/files/185274379/03_BringToAndSpawn.avi)
[http://rapidshare.com/files/185290881/04_DecalSurfaceLock.avi](http://rapidshare.com/files/185290881/04_DecalSurfaceLock.avi)
Fun with Orbit:
[http://rapidshare.com/files/185280360/01_OrbitOverview.avi](http://rapidshare.com/files/185280360/01_OrbitOverview.avi)
[http://rapidshare.com/files/185283043/02_OrbitWalkThrough.avi](http://rapidshare.com/files/185283043/02_OrbitWalkThrough.avi)
[http://rapidshare.com/files/185285358/TP_Orbit.max](http://rapidshare.com/files/185285358/TP_Orbit.max)
Melting an Object:
[http://rapidshare.com/files/185260228/01_ClothSetUp.avi](http://rapidshare.com/files/185260228/01_ClothSetUp.avi)
[http://rapidshare.com/files/185265117/02_ParticleEmmission.avi](http://rapidshare.com/files/185265117/02_ParticleEmmission.avi)
[http://rapidshare.com/files/185253672/TP_MeltingObject.max](http://rapidshare.com/files/185253672/TP_MeltingObject.max)
DripMap:
[http://rapidshare.com/files/185242553/01_IntroToDripMap.avi](http://rapidshare.com/files/185242553/01_IntroToDripMap.avi)
[http://rapidshare.com/files/185252404/02_DripMapMotion.avi](http://rapidshare.com/files/185252404/02_DripMapMotion.avi)
[http://rapidshare.com/files/185244123/03_DripMapLook.avi](http://rapidshare.com/files/185244123/03_DripMapLook.avi)
BringTo Node:
[http://rapidshare.com/files/185240429/BringTo.avi](http://rapidshare.com/files/185240429/BringTo.avi)
Quick Skin Tatters:
[http://rapidshare.com/files/185235949/01_TatteredSkinPrep.avi](http://rapidshare.com/files/185235949/01_TatteredSkinPrep.avi)
Cacheing For Production:
[http://rapidshare.com/files/185227602/01_CacheWrite.avi](http://rapidshare.com/files/185227602/01_CacheWrite.avi)
[http://rapidshare.com/files/185230744/02_CacheRead.avi](http://rapidshare.com/files/185230744/02_CacheRead.avi)
[http://rapidshare.com/files/185233627/03_CacheCombineAndMod.avi](http://rapidshare.com/files/185233627/03_CacheCombineAndMod.avi)
Workflow (jpg):
[http://rapidshare.com/files/185299241/Workflow.jpg](http://rapidshare.com/files/185299241/Workflow.jpg)
Function Curves (html):
[http://rapidshare.com/files/185298953/F-Curve_Expressions.rar](http://rapidshare.com/files/185298953/F-Curve_Expressions.rar)
linklist with all downloads:
[http://rapidshare.com/users/ROP7Q](http://rapidshare.com/users/ROP7Q)
Oh and btw, I have a simple question for you:
Is the fragment operator in TP3 able to fragment something in pieces filling the whole volume, not just fragmenting the surface? I do believe it is'nt, so if i'm right is there anything in TP3 able to do that or do I have to do it by myself?
Now we’re waiting for parts 3-7 of missile impact:buttrock:… and if you have more stuff like the F-curves page or the workflow jpg, don’t hesitate to share them! That kind of references is really useful! 
Dude you freaking rock. Thanks so much for doing this. Im prolly gonna update my site with these links. Keep my bandwidth fresh.
Im gonna get that missl eimpact done asap.
With the fragment op. You need a object choped up into different elements. Then you frag with a smoothing angle of 180. Just gotta prefrag it and then collapse it into one object. 
ok that’s what I was doing :). I was wondering if there was a shortcut to fragment directly in TP3.
any good script/plugin to fragment? rayfire? using a map to define the average size of the fragments relatively to the position would be awesome.
maybe I could try to script that, but I dont want to reinvent the wheel. (would be interesting to do if that doesn’t exists)
best way to do volume fragmenting is with rayfire. Mir is really tearing it up. He now hasa voroni diagram fragger. Its amazing.
-Andrew
Yeah man Rayfire is definitely the way to go. Latest version is ripping, I’m gonna post some cool stuff soon.
great stuff around here. hello everybody.
andrew, I hit a little bump in TP.
u use value to time to adjust a value using distribution curves.
but I have let’s say the particle, that I want to scale down over time acording to its age. in animation.
so i normalize the size, plug it into a value to time (time 1 = 0, val1 = from input, time 2 = 100, val2 = 0), output the time from here to a float, animate it’s value. I am certainly getting smth wrong, coz in my head this should animate acording to the float animated value, but for some reason it doesn’t.
any ideas ?