Animation of 3d models
Help me please! Did you know how i can use animation of 3d models in Director? And if you make 3d models in 3d max, please describe creation of animated models. I want animate for example running person.
I suspect your question is too vague and wide-ranging for contributors to this forum to answer. However, there is an excellent tutorial on how to go about character animation from back in Director's heyday:
http://www.adobe.com/devnet/director/articles/char_anim.html
It's pretty old, but then again Shockwave 3D hasn't changed in the last nine years.
(OK, Director 10 introduced a modelList for raycasting.)
Similar Messages
-
Is there any guide of how to set up animation so it can
export to SW 3D
from 3D Max? My animation isn't exporting properly. How can I
create
relationships in Max that will continue in SW 3D? If I group
models,
that just makes the components in the group linked and act
like a single
model in SW 3D right?
Say I have model 1 rotating and model 2 rotating at the same
time. If I
export this to Director, and just play the animation, it
looks OK. But
if i use the 'click to play animation' behavior, it can only
activate
the animation of one model so the other does not move. Do I
need to do
anything special? Do I need another behavior to activate the
other
model's animation? Can I save it in Max that they are treated
as one
animation? Can I create any relationships in Max between the
models that
will import into sw 3D (besides group)? If I create the
models, then
animate them, then group the models, shoudl teh animation
still work OK?
Next, create a box. Then create a copy of the box as an
instance.
Animate the second box to come out of the first (they start
in the same
location) so you have a bigger box. Then group the boxes.
Then rotate
that group and animate the rotation. Is this wrong?
Sorry for all the questions. Just trying to work out what to
do to get
simple - keyframed animation across.
Thanks heaps for info you can offer.you only need to group models when thier being animated by
bones whatever that may be. you could also link object in max and
then export -
I use Sketchup for my 3d models. This a popular 3d modeling software package. This software doesn't create photorealistic 3d models, but a more cartoon like model.
I create an animation of the model into 720x576 format (compression type: video and best quality) then import into fcp 5.
The problem, once rendered into a pal format is a very restless movie, where lines become very jittery everywhere.
Would anyone have any idea about what to do to stabilize lines?
I am also rather new using fcp, so your kind advice is appreciated.
Filip K.OK I would like to give this tread a new lease of life as over the last 2 days I have been doing a lot of experimenting.
Can't believe how far back I had to dig to find this post. this sure is a healthy forum.
After a rather disappointing response from the SU support guys I just went on to try out as many compression settings in SU export to get as clear a picture in the fcp viewer window. At last I found it with a Sorenson 3, 720x480 25fps setting. A really nice clear picture with smooth lines not broken up or jittery at all.
But the moment I dragged it over to the canvas it becomes a lot more fussy with lines not really broken up, but at the same time not a smooth as they were in the canvas window, generally a degenerated version of the viewer window.
So here is my question:
Do I have the wrong set-up in fcp?
What happens between the viewer and the canvas?
What is it I don't understand about this process?
I know I am getting old (56), but I pride myself on a healthy mind.
Anyway anyone out there who could set an old **** straight?
Filip K. -
Hi there,
I have a script that i use to run animations in my models, but i would also like to be able to play them in reverse as well.
For example, i have a series of buttons that i use to trigger parts of my animation. Button 1 runs 0-2 sec, Button 2 runs 2-4 sec and button 3 runs 4-6 seconds. Now if i decide to press my buttons in reverse order, i'd like to see my animation running in reverse, such that button 2 will now play 6-4 sec and button 1 will play 4-2 seconds.
I hope this all makes sense.
Has anyone come across this before?
Does anyone have any scripts that they're willing to share?
I can provide the script that i'm currently using if this will help anyone with this problem.
Cheers,
GeorgeGeorge,
Here's a script that will play your animation in reverse. To play in reverse successfully, you should set the default "Animation Style" to 'none' in the 3D properties dialog. Otherwise, the C++ animation routine will collide with the Javascript engine. (You can imagine how that might happen!).
Here's the script for reverse:
//=======================================
//get the first animation in the scene and create control vars
firstAnimation = scene.animations.getByIndex(0);
firstAnimation.speed = 3;
firstAnimation.oneFrame = 1 / firstAnimation.framesPerSecond;
scene.activateAnimation(firstAnimation);
//run the animation using a TimeEventHandler()=================
myTimer = new TimeEventHandler();
myTimer.onEvent = function(event)
firstAnimation.currentTime -= firstAnimation.oneFrame * (firstAnimation.speed * 0.1);
if (firstAnimation.currentTime <= firstAnimation.startTime)
firstAnimation.currentTime = firstAnimation.endTime;
scene.update();
runtime.refresh();
runtime.addEventHandler(myTimer);
//======================================= -
Hey,
I am trying to make something that will have a list on the
left, and a tileList on the right. When a user clicks on a list
item, it changes the imageset lets call it, in the tileList. (eg.
list item 1 loads imageset1 into the tile list and so forth)
Now i have been having a few issues with this. First issue, I
am using arrays (i think) to hold the sets of images, then when the
list item passes the .data, the corosponding set is loaded. Well
for one...is that how i should be doing this?
Second issue, it seems that the images are being loaded in as
thumbnails or something...they are about 50% the size i would say
of the original, and thats just not on! i cant figure out why!,
eventually - i want 2 columns of images at full size (going to be
small banners)
I have just been trying to piece together bits from the help
file and such to make some hodge podge app, Im just learning!
so...it sort of works, the first two anyway - except as i said,
there somming through 50% the size
*sidenote* if any of you can tell from lookig at my code
(attached at the bottom) if i click on either the first or second
item it loads 4 images virtically, left aligned into the tileList
at about 50% size. and i can click back and forth between them and
it changed the images but keeps the size and the layout. if i click
the first or second one, then any of the others (with no code
attatched to them) then click back on the same one again (first or
second) 2 out of the 4 images go full sized, and they arrange
themselved 2x2...go figure? i think it may have soething to do with
the initCatalog being called twice? i dont know...help?
Cheers!
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="
http://www.adobe.com/2006/mxml"
layout="absolute">
<mx:Model id="myCategories">
<categories>
<categories label="Zen" data="zen"/>
<categories label="Music" data="music"/>
<categories label="Black And White" data="black and
white"/>
<categories label="Flowers/Nature"
data="flowers/nature"/>
<categories label="Grunge" data="grunge"/>
<categories label="Animals" data="animals"/>
<categories label="Multicolored" data="multicolored"/>
<categories label="Water" data="water"/>
<categories label="Glitter/Sparkly"
data="glitter/sparkly"/>
<categories label="Fantasy" data="fantasy"/>
<categories label="Textured" data="textured"/>
<categories label="Fashion" data="fashion"/>
<categories label="Patterns" data="patterns"/>
<categories label="Animated" data="animated"/>
</categories>
</mx:Model>
<mx:Script>
<![CDATA[
[Bindable]
public var selectedItem:Object;
import mx.collections.*;
import mx.controls.Image;
private var zencatalog:ArrayCollection;
private static var zengroup:Array = [
"assets/group1/1.gif", "assets/group1/2.gif",
"assets/group1/3.gif", "assets/group1/4.gif"
private var musiccatalog:ArrayCollection;
private static var musicgroup:Array = [
"assets/group2/3.gif", "assets/group2/4.gif",
"assets/group2/2.gif", "assets/group2/1.gif"
// Initialize the HorizontalList control by setting its
dataProvider
// property to an ArrayCollection containing the items
parameter.
private function initCatalog(items:Array):void
zencatalog = new ArrayCollection(items);
musiccatalog = new ArrayCollection(items);
private function load(event:Event):void{
this.selectedItem=List(event.target).selectedItem
switch(selectedItem.data){
case 'zen':
initCatalog(zengroup)
group_List.dataProvider = zencatalog
break;
case 'music':
initCatalog(musicgroup)
group_List.dataProvider = musiccatalog
break;
]]>
</mx:Script>
<mx:Canvas left="10" top="10" right="10" bottom="10">
<mx:Panel y="0" width="31%" height="100%"
layout="absolute" left="0" id="categoryview">
<mx:List id="source" height="100%" width="100%"
dataProvider="{myCategories.categories}" change="load(event)"/>
</mx:Panel>
<mx:Panel y="0" width="68%" height="100%"
layout="absolute" right="0" title="{group_List.selectedItem.data}"
id="catalogview">
<mx:TileList right="0" left="0" top="0" bottom="0"
itemRenderer="mx.controls.Image" id="group_List"
direction="vertical" columnCount="2"/>
</mx:Panel>
</mx:Canvas>
</mx:Application>With PSE off can you select and move the images, say to another folder or print them? If you can't , it may be some other program is interferring, such as your anti-virus. But, still why would some images select and others not? The images could be corrupt in some way. If you could move the folder to a memory card or CD and load them into another computer, running XP or something, and see if you could select them then.
I don't know how they would behave in PSE. I'm still trying to make sense out of the thing. I had to read the PDF manual before I could figure out how to move images from the Organizer to the Editor. Seems like there is too much emphasis on organization and not enough on editing.
I have found Win 7 to behave strangely, anyway.
Have you done a Google search for the problem? There seems to be a lot of people having trouble with PSE8
Scroll down and read the comments at JohnB1941 at Files not saved in organizer or version set. They are talking about PSE9, but the comments may apply to your problem. It seems as re-naming is creating some problems with working with the images. -
Error in compiling Flex application: 64K byte limit
Hi experts ,
While deploying the VC model , i m getting this error :
Error in compiling Flex application: Error: A function in the code exceeds the 64K byte limit (actual size = '65557'). Since the problem occurs in the compiler-generated deferred instantiation code, please refactor/componentize portions of this document.
(/usr/sap/NW2/JC00/j2ee/cluster/server0/GUIMachine_Business_Packages/Contribution_Margin_36461/FLEX_COMPILATION_FOLEDR/AAD15VY.mxml:19)
Failed to compile AAD15VY.mxml
Could any one help me out in solving this issue ..its urgent ...
Your suggestions will be rewarded.
Thanks,
PratimaYou have to remove few components from your model to decrease the compiler generated LOC.
Check the following link for detailed solution:
https://websmp130.sap-ag.de/sap(bD1lbiZjPTAwMQ==)/bc/bsp/spn/sapnotes/index2.htm?numm=936390
Taken from SAP Notes:
<i>Solution
Doing the following may help:
1.Divide problematic iViews into a number of nested iViews.
2.Optimize each model to reduce the number of elements that it
contains:
a.Reduce the number of signals by merging signals of the same name.
b.When your application updates forms with read-only fields, use
expression boxes and a data store instead of signals.
c.Minimize the use of animations in your models, including form
sliding and chart animation effects
d.Use a data store to store variables, instead of invisible forms.
To display messages, use a simple text rather than a static dynamic
expression.
3.For on-the-spot, temporary workarounds, you can try dragging an empty
layer onto the Design board. This sometimes solves the problem ad
hoc, but is not recommended as a best practice.
</i> -
Premiere Pro CC 2014 (trial) interpreting XAVC S as AVCHD, is it normal?
Hello all,
Since PP CS6 doesn't support natively XAVC S and buying a codec pack is quite a few $$$, I decided to try PremierePro CC 2014.
Now, it can import the files fine. (XAVC-s 1080-60p) but...
However if I make a new Sequence from footage it makes the sequence a AVCHD format. Is that for export purposes only?
My problem is that as I go from frame to frame I am only getting 30 doubled frames, that is frame 1 and 2, 3 and 4, and so on, are identical. Both in the Sequence Monitor window and in the source window, so Premiere is not displaying the 2nd frame... just repeating the 1st...
The same files play well in Cyberlink Power Director (auch!) that is 60 unique frames.
Is this a limitation of the trial? It is pretty useless to shoot in 60p if premiere is only going to interpret it as 30p.
Elsewhere in the forum it just says that Premiere Pro is compatible with XAVC S but no where in the program or the help you can find anything about XAVC S and there are not Sequence presets for XAVC S.
Maybe there are some settings to be changed but Premiere does interpret the footage as 60p but it doesn't show the codec used (or better said, I can't find where it sees which codec
If any of you have any answers, please help!!!
Otherwise it looks like PowerDIrector is a better investment !!
Attentively
Javier Velazquezstevemctee wrote:
I appreciate the sidebar conversations, and it is valuable information, but I am really hoping to hear from Adobe about why this card is not listed as supported by AE.
Oooh, I can answer this one too!
As of the development and release of CC, they're not working with the ray-traced renderer at all (other than to bring it into each version for compatibility reasons), so no more cards have been (or are going to be) tested and added to the white list.
It may be a bit before someone with the official A logo comes in. This is a user-to-user forum. We are grateful that Adobe folks poke their heads in a lot (seriously, the AE forum gets a lot of love considering how tiny the AE team is), but sometimes it can take a while for them to appear. (Especially if some of them are on holiday.) That's why they have folks like us around; we may not have A's, but we do have M's, V's, and P's
Speaking of the C4D integration: When I visited the Adobe team's offices recently, I got to have a look at some of the new technology they're working on for future versions. I am very excited about the future development of AE. The lines between 3d and compositing are really starting to blur. Some of the things that we are currently missing (expressions to control animation of C4D models, for example) are going to be addressed!
Now, if you are planning to do a lot of 3d work that is mostly titles and that sort of thing, I would suggest seriously looking at Element 3d or Zaxwerks 3d Invigorator. Element's latest version renders extremely fast considering how beautiful it can look. It's mind-blowing, really. (And it uses the GPU!) -
Error: Branch between 76249 and 109399 around line 0 exceeds 32K span in VC
Hi All,
When i deploy the model. I am getting the following problem. Can u please tell me what is the route cause.
Error in compiling Flex application: Error: Branch between 76249 and 109399 around line 0 exceeds 32K span. If possible, please refactor this component.
Error: Branch between 76249 and 109399 around line 0 exceeds 32K span.
Failed to compile AAD1T5.mxml
Regards
VijayDoing the following may help:
1.Divide problematic iViews into a number of nested iViews.
2.Optimize each model to reduce the number of elements that it
contains:
a.Reduce the number of signals by merging signals of the same name.
b.When your application updates forms with read-only fields, use
expression boxes and a data store instead of signals.
c.Minimize the use of animations in your models, including form
sliding and chart animation effects
d.Use a data store to store variables, instead of invisible forms.
To display messages, use a simple text rather than a static dynamic
expression.
3.For on-the-spot, temporary workarounds, you can try dragging an empty
layer onto the Design board. This sometimes solves the problem ad
hoc, but is not recommended as a best practice. -
Apple tools for game developers
Gaming technology has driven Windows to where it is today. In many aspects I see Windows as nothing more than a very robust gaming platform. Microsoft's Direct X 10, though proprietary, is a very formidable tool for developers. Why doesn't Apple do more in courting and aiding gaming developers on their platform? I am seriously perplexed by this. I realize that the game developers that design for the Mac are very dedicated gamers who would love nothing more than make great gaming experiences on the Mac. Most put their hearts and souls into making games happen for the Mac, with little to no support from Apple.
I've done some research into OpenGL implementation on the Mac and I'm surprised at how much Apple is missing in this arena. Especially since so many of their core UI technologies are steeped in OpenGL. Yet Apple tends to be slow in fully adopting and exploiting the newer OpenGL technologies as they emerge. Apple could be a very strong driving influence for OpenGL, but they seem, to me anyway, to have a sort of detached interest in making it happen. For instance, OpenGL 2.0 was ratified on October 22, 2004 and yet Apple has only implemented 70% of the feature-set??? OpenGL 2.1 was ratified on December 1, 2006 and they have only brought 30% of the features to OS X? I look at the drivers for the various cards and compare it against PC drivers and Apple only implements about 75% of what PC drivers have. This has got to be horrendous for game developers.
I see all of this as a critical missed opportunity on Apple's part. I know that Mac game developers have to jump through a lot of hoops to bring PC games to the Mac because they simply do not have the tools that PC developers have. In my opinion this is inexcusable. Apple has a tremendous opportunity to make a singular gaming experience on the Mac. They have a vertical marketspace that has the potential to turn their machines into a gaming juggernaut, yet they have all the appearances of being laxadasical about the whole concept of gaming.
I can only hope that Apple reads this and, more importantly, cares enough to do something about it.I use photoshop (you can get 6.0 at ebay for ~40-50 bucks - something similar for free would be gimp -> www.gimp.org), povray (www.povray.org), sodipodi (www.sodipodi.com), gmax (www.discreet.com), some selfwritten commandline tools for creating sheets and pngout for compression.
If you need alot of animations it's much easier if you go the 3d route: modeling, texturing, animating. One model = tons of animations. It's also easy to create new animations if you need em. [I'm talking about pre rendered sprites like everyone knows from donkey kong]
Well, you'll need alot of time until you can create decent art. And then you'll need alot of practise, because you are just way too slow.
Here are some examples for whoring and showoff purpose ;)
raytracing (povray)
http://people.freenet.de/ki_onyx/ludo_mockup8.png
http://people.freenet.de/ki_onyx/hq2cpma2r.png
Pretty hard to do. It's all math. You have to write code in the SDL (scene descipting language). Note: the board on image 1 is drawn with Java2d functions - however, the color values were taken from a previous rendering.
pixelated (mspaint, photoshop... whatsoever)
http://people.freenet.de/ki_onyx/evil.gif
http://people.freenet.de/ki_onyx/killbill4.gif
http://people.freenet.de/ki_onyx/favicon2l3.gif
Takes damn long. Even that tiny 16x16 icon took more than half an hour. You'll need lot's of practise for being fast (eg 30mins for image nr2 would be fast).
svg(scalable vector graphics - sodipodi)
http://people.freenet.de/ki_onyx/eye9c.png
Takes also rather long. However it's easier and faster to do than pixel stuff. Also creating sub frames isn't that much work.
photoshopping(uuuuh... photoshop and the like)
http://people.freenet.de/ki_onyx/tr_menu.gif
This one for example was done in some minutes. Noise, motion blur, some text there, rendering filter... done!
Oh and having a scanner is nice. You can use scanned sketches for everything (except povray heh). -
I admit it, I'm getting somewhat burned out on programming. There are a variety of reasons which I won't get into here. The bottom line is that I need a change of pace.
I have seen several comments within these posts about how difficult it is to find decent art for the latest games we are developing. I get the impression that the difficulty lies more in churning out the few dozens or hundreds of images (in whatever format) than in mastering a specific technique such as raytracing or building wireforms. RPGs and RTS'es suffer the most.
I'm willing to try my hand at making 2D art for now, or gradually ramp up to 3D. The problem is, I don't really know where to begin as far as software and desired file formats go. So the question is...
What do you use to make your art? MS Paint? Adobe Illustrator? Corel Draw? Your own custom tools? I'd especially like to try out some freeware packages first (other than GAIM).
Alternatively, are there any projects that need an apprentice artist and is willing to give some advice on how to get started with respect to their projects?I use photoshop (you can get 6.0 at ebay for ~40-50 bucks - something similar for free would be gimp -> www.gimp.org), povray (www.povray.org), sodipodi (www.sodipodi.com), gmax (www.discreet.com), some selfwritten commandline tools for creating sheets and pngout for compression.
If you need alot of animations it's much easier if you go the 3d route: modeling, texturing, animating. One model = tons of animations. It's also easy to create new animations if you need em. [I'm talking about pre rendered sprites like everyone knows from donkey kong]
Well, you'll need alot of time until you can create decent art. And then you'll need alot of practise, because you are just way too slow.
Here are some examples for whoring and showoff purpose ;)
raytracing (povray)
http://people.freenet.de/ki_onyx/ludo_mockup8.png
http://people.freenet.de/ki_onyx/hq2cpma2r.png
Pretty hard to do. It's all math. You have to write code in the SDL (scene descipting language). Note: the board on image 1 is drawn with Java2d functions - however, the color values were taken from a previous rendering.
pixelated (mspaint, photoshop... whatsoever)
http://people.freenet.de/ki_onyx/evil.gif
http://people.freenet.de/ki_onyx/killbill4.gif
http://people.freenet.de/ki_onyx/favicon2l3.gif
Takes damn long. Even that tiny 16x16 icon took more than half an hour. You'll need lot's of practise for being fast (eg 30mins for image nr2 would be fast).
svg(scalable vector graphics - sodipodi)
http://people.freenet.de/ki_onyx/eye9c.png
Takes also rather long. However it's easier and faster to do than pixel stuff. Also creating sub frames isn't that much work.
photoshopping(uuuuh... photoshop and the like)
http://people.freenet.de/ki_onyx/tr_menu.gif
This one for example was done in some minutes. Noise, motion blur, some text there, rendering filter... done!
Oh and having a scanner is nice. You can use scanned sketches for everything (except povray heh). -
Displaying username after login [was: Am I missing something?]
I am trying to have users log in and then display and use their login name, etc on the next page. I have read the posts on how the add the login server behaviour to the login page, and I did this.
The problem is that after logging in, the user is directed to the right page (loginsuccess), but it seems that the MM_Username variable is not set, because I cannot get it to display on the page.
Please help.
Here is the login page:
http://www.dataworkstt.com/login.php
and the success page is
http://www.dataworkstt.com/loginsuccess.php
Dexter
[Subject line modified by moderator to indicate nature of question]Hi, This is a lot, but this is the login.php page
<!--
function MM_validateForm() { //v4.0
if (document.getElementById){
var
i,p,q,nm,test,num,min,max,errors='',args=MM_validateForm.arguments;
for (i=0; i<(args.length-2); i=3) { test=args[i2];
val=document.getElementById(args+);
if (val) { nm=val.name; if ((val=val.value)!="") {
if (test.indexOf('isEmail')!=-1) { p=val.indexOf('@');
if (p<1 || p==(val.length-1)) errors='- 'nm+' must
contain an e-mail address.\n';
} else if (test!='R') { num = parseFloat(val);
if (isNaN(val)) errors='- 'nm+' must contain a number.\n';
if (test.indexOf('inRange') != -1) { p=test.indexOf(':');
min=test.substring(8,p); max=test.substring(p+1);
if (num<min || max<num) errors='- 'nm+' must contain a
number between 'min' and 'max'.\n';
} } } else if (test.charAt(0) == 'R') errors = '- 'nm+' is
required.\n'; }
} if (errors) alert('The following error(s) occurred:\n'+errors);
document.MM_returnValue = (errors == '');
//-->
<!--
body, td, th
.style1
.style2 {font-size: 14px}
.style4
-->
DATAWORKS Trinidad and Tobago
| HOME | ABOUT | CONTACT |
<!-- Change these links and press F12 to test ><!
#BeginLibraryItem "/Templates/navigation.lbi" -->
Desktop Publishing
Corporate Identity
Logo Design
Letterheads
Business Cards
Office Documents
Forms Design
Invoices/Bill Books
Photo Copying
Quick Printing
Binding & Finishing
Collaterals
Brochures
Flyers/Posters
Certificates
Advertisements
Publications
Report Books
Membership Booklets
Technical Manuals
Annual Reports
Plastic Cards
Photo ID Cards
School ID Cards
Employee ID Badges
Membership Badges
Conference Badges
Loyalty Cards
VIP Cards
Discount Cards
Rewards Cards
Speciality Cards
Key Cards
Plastic Card Tickets
Plastic Business Cards
FaceBook Cards
Fundraising Cards
Gift Cards
Prayer Cards
Celebrity Cards
Calendar Cards
Web Development
Web Design & Maintenance
Flash Animation/Scripting
Data Modelling
School Databases
Membership Databases
Business Databases
<param name="FlashVars"
value="flashlet=" />
Desktop Publishing
Corporate Identity
Office Documents
Collaterals</ a>
Publications
Plastic Cards
Photo ID Cards</ a>
Membership Cards
Speciality Cards
Web Development
Web Design</ a>
Web Maintenance
Scripting & Animation
Data Modelling
School Databases
Membership Databases
Business Databases
Member Login</ td>
Email Address
Password
</ div>
| Desktop Publishing | Plastic Cards | Web Development | Data Modelling | Home | About | Contact | Services Map |
112 Second Street, Barataria, Trinidad and Tobago, W.I.
Phone: (868) 675-2220 E-mail address: [email protected]
Copyright © 2008 DataWorkstt.com,
All Rights Reserved
</html -
How can I add 3ds Model into After Effects with animation and camera rotation?
Hi all!
I'm on my way to my final project of Multimedia Animation of my bachelor last year.
I have good knowledge of After Effects & 3ds Max.
I want to do a short movie with aliens being shot down.
So, my question is: How can I import my 3ds model with the animation(keyframes) into After Effects AND rotate the whole character and it's animation as I move the camera?
for example, having a alien being shot down at the same time I'm recording with the HD camera around, that means that I have to define planes and angles, the problem is that I'm not parenting the character correctly with the plane.Element doesn't do pre-anaimted objects, so that would be the limiting factor. Of course it could still be handy for otehr scene elements. On that note, using AtomKraft and exporting the model as an Alembic file with animation might also be something to look into...
Mylenium -
I need some help in choosing laptop that is most compatible with "Kinect for Windows v2"; in order to develop Windows Apps, and 3D modelling Animation and Character Design. Which is better (Specifications):
HP Pavilion Notebook PC 15-p150ne
AMD A10-5745M +
AMD Radeon R7 M260 (2 GB DDR3L dedicated) +
4 GB 1333 MHz DDR3, OR
HP Pavilion Notebook PC 15-p034ne
Intel Core i5-4210U + NVIDIA GeForce 840M (2 GB DDR3 dedicated) + 4 GB 1600 MHz DDR3LThe second system with the Intel chipset will more than likely have the Intel USB3 chipset required for Kinect. As for GPU they are similar, but the i5 with DDR3 1600MHZ ram is a better option. Keep in mind, if you are doing anything in-depth for
3D, a laptop isn't the best options, but if you have to go mobile then you have to decide what is best for your requirements.
Carmine Sirignano - MSFT -
Import animated model in after effects
Hello guys.I was wandering if there is a way to import a 3d model that was animated in programs like 3ds max an so.I mean not just rotation and possition but animated some part of the object also.e.g if it is a humman then he have to have animated hands.Thanks in advance and if there is something that u didnt understand , feel free to ask plsease.
I already have some pretty good 3D applications that can output OBJ and DXF amongst others (also FBX). Do I really need to buy Zaxwerks JUST to import my OBJ into After Effects CS6? In previous versions I could export an OBJ to Photoshop Extended and then import that as a 3D layer into AE (I just saw a tutorial on it) But I just learned that that functionality has been removed from AE CS6. So what do I do now to get a 3D model into AE as a 3D layer? I don't necessarily want to render everything from the 3D application as stills. I would like to try to use AE's cameras so that I can integrate other AE layers with my 3D objects.
Or should I just stick to the old guns and do everything in the 3D application and render as stills? -
Animated Textures for 3D models in After Effects CS4
I'm working on a project and i was wondering if After Effeccts cs4 supported animated textured for 3D models. I've been making the model in Blender, exporting it as a .obj, opening it in photoshop, and making it into a .psd file. Then i import the .psd inot after effects. I can get textures, but i cant get any animated textures to work.
I can get textures, but i cant get any animated textures to work.
Well, that would require PS to support animated textures in the first place, would it not? And it simply doesn't. That asisde it's a pretty nonsensical workflow - whatever you are trying to do by hopping between 3 programs could probably be done easily in Blender's comp/ shading tree with direct access to texture data, render passes and all that. Realyl. For everything else you might wanan check this old article of mine to get an idea about a workflow that actually makes sense and plays out the benefits of working with render passes...
Mylenium
Maybe you are looking for
-
How do I create a new account in iTunes with a new email address?
I need to switch my daughter's email address and link this to an iTunes account. However, I am worried that all songs that were previously downloaded will not be able to play because of DRM. Does anyone know how to take an iTunes library created unde
-
Can't install OracleXE on Windows 7
Please, help me. I'm trying to install OracleXe on my workstation with Windows 7 32bit. Few minutes is OK, then computer begins to fail, there are black, white, with very big windows species of my desktop for along time. After all I can see message a
-
IEEE-754-Standard floating point confusion
Hi there, I am really confused. The datatype double should be in C++ and Java the same standard acc. to IEEE-754. But when I try to investigate the several bytearrays created from a double value e.g. 1.1d, it is different in C and Java. below are the
-
Hi Guys, I am pretty new to BW. Can someone help me find all the reports that are created on a infoprovider. I need to make a list of reports that are created on each and every infoprovider and I am trying to find out the easiest way to do so. Ea
-
How can we get an image of selected area of the front panel
i am plotting some graphs and want a group photo of all those in one shot is it possible???? n i want to get the graph coordinates on the mouse click..... i.e when i click on the graph at any place the values corresponding to it must be retrieved. ho