Normally i don’t write such posts, but sins xsi was a long time dream to me…
i was looking in to xsi from version 4 i guess, gathering courage to move from max to xsi. At first i thought i should learn maya, but after autodesk bought it i was very serious to move to xsi. after ice release i downloaded demo and started playing around with it. Xsi always had this feeling of independence, and being not pro monopolist. Thinking about artist and so on.. And sins i am not a programmer (scripter) ice looked very apealing to me. But now???
What will it mean – if all biggest 3d aps belong to one company?
who dies first? well i am sure you will find much more about topic in base forums or wherever, but i just couldn’t resist…
on other hand: could it be a good thing?more money for developement, sins it seems avid was not very lucky with xsi lately….
I am deeply shocked.
what i would be interested is opinions from maya and max users who deal with autodesk.
ps. “optimistick” article
“The World Stops Spinning – Autodesk Acquires Softimage” at xsi user base
autodesk ‘s oficial statement
and short article in 3d max underground, summarizing general user reaction here
thread on cgtalk’s 3dmax forum here
So as we can see in a previous post (if we read comments) there where some concerns about my proposals validity. Mainly Delt0r raised some valid questions. therefore i have been struggling to improve my initial idea, and here is what i came up with. Now, its still has some flows. and questions. but its for u to judge, sins i have no clue about maths, and here its quite important, i mean the math.
so the idea is this.
A. we have a mesh. *(base mesh) which we will use to to determine where the “blobs” appear.
B. we will get the normals of each vertex.
c. then the slicing planes should be generated. (here u can look at my old post or drawings beneath)
here comes the first problem. what i want to find out – is there a way to limit this “slice plane’s ” effect. here no one will understand me, so lets have a look at the picture:
screen shot of blob mesh section in max
Here we have a blob mesh, and a slice tool. the white plane is a slice plane, and green line is outline which is generated. the problem is that the green outline goes out of boundaries of slice plane, and correct me if iam wrong but iam sure algorithm behind this procedure works this way. so what we would like to have here would look like this:
blob mesh, fake intersection
Ok how to do it ? i have no clue. It might require rewriting all algorithms behind this operation, or doing it old way, and then subtracting unneeded parts. which is probably easier.
so now lets imagine our slicing works like we want it, and lets move on.
so in order to understand my “hand” drawings here is another diagram for explanation:
so this diagram shows a mesh we will be thinking about. in next drawings i draw only 3 vertexis out of this mesh. In this image we can also see averaged normals (left)cos normally each plane is plane :) so all 4 vertexies should like in image on right. but we can get average values.
how to make planes
you can enlarge this image to see better. but the idea is to make planes for each vertex separately.
so here as well we have problems. first of all we would want to arrange planes so the would make a “continuity” i mean they would go like this: /\/\/\/\/\/\ shit i have no idea how to explane…. look at the drawings again. chm…. please tell me if anyone understands what i am talking about ? ah? anyone?
so and last step would be to “weld” vertexies who are very close to each other.
again i wonder how easy it would be to make so many “restricted” planes for slicing.
but from what i understand, if it would work it could improve mesh topology or?
Ok, to tell u the truth its not a review sins there is my name in the credits of film :)
so i am rather biased :) So as film dyrector states himself:
I didn’t study cinema but educated myself and gathered a team of my friends, educated them as well :) Then shot short movies for 8 years. This was the latest of them. We are trying to get into the professional area :)
It is year 2092 and vegetation is almost completely perished all over the world.
A police team has just followed a suspect to a roof.
There, they will learn a bitter truth that will affect all human race.
so no biggy, but still for me = cool to see turkish movie.
good whaching THE LINK
Hello everyone. So I was (am) having this problem. I rendered some animation, but now i think i need to slow it down.
The problem is, rerendering everything and making everything twice as long is not an option, sins one frames rendering time is around an hour.
so i was thinking how to slow animation without rerendering… how to get more frames…
and then i remembered video morphing. So. first of all have to mention that the content of my animation is water surface.
Just water with waves. thats it. No characters or theyr faces.
So if anyone knows that this is already done, please let me know, i would like to try employ this technique in my work.
But the basick idea is, to write a script or separate program which tasks would be>
1. detect motion in frames. thats already possible in lots of software. think of motion tracking. the idea is we detect a part of video frame which is similar in next frame but its position changes. So this is already possible to do with lots of softwares. If i am not mistaken also it is part of mpeg video compression.
now step 2, would be to connect this automatic process with video morphing. You remember this “effect” when we have a photo of one person and it “nicely” “morphs”
to other person. So thats exactly what i was thinking to do.
To take two frames. detect “objects” using motion tracking.
and then user would need to say how many frames in between he wants to add. so lets say adding one frame would increase video time twice. two frames would make total time 3 times long.
and then in ideal case program or script would make inbetweens.
The problem here is that user usually has to “tell” program how the morphing is done. Usually user has to draw curves around object, then take that curve put it on next frame and move points of to mach next object.
well if someone has a better descrotion, pls correct me :)
i hope its still kind of understandable.
ok ill try to find some links, which is hard if i dont whant to advertise any specifict software product :)
And other VIDEO
it shows how its done, i mean the curve drawing.
couple of hints for bloging.
first chek wiki. i forgot. thats a link.
but thats not a mistake. mistake is DO YOUR RESEARCH BEFOREU WRITE!
so, ofcource i am not a first to come up with this techniqe.
read this article!