Posted by: | dragofx | |
Data created: | 29 January 2019 |
Print screen, from the study scene, "primate man" with ornatrix that I will make available for download, the scene consists of a bust with cinematic topology and how the ornatrix behaves in a more complex mesh. | |
29 January 2019
#22773 | |
That's amazing, thank you for creating it! Marsel Khadiyev (Software Developer, EPHERE Inc.) | |
27 February 2019
#23935 | |
Amazing! | |
13 August 2019
#25868 | |
Hi Drago, have you posted this scene to deconstruct as of yet? I just joined today but would love to even see screengrabs /steps of your set up. Really amazing! | |
14 August 2019
#25870 | |
14 August 2019
#25873 | |
Thank you so much!! I'm learning so much just from ripping this apart! If somewhere to point me to get more details (apart from the documentation) please let me know. Also perhaps it would be good to create a visual aid like a flow chart to help users understand what/why things are set up. I only realized the animation operator was used to STORE animation reading through this forum. I kept trying to figure out how to use it TO animate. Moov Dynamics is still a mystery (it is extremely slow to the point I can not use it, so I gave up). | |
14 August 2019
#25877 | |
Most of the Ornatrix operators are procedural and can be layered on top of each other, this wouldn't be possible if each operator affects all the operators in the stack. The way the operator stack work is: Each operator receives hair data, make some modifications to this data and pass the modified data to the next operator. An operator doesn't affect the data stored on other operators, so one operator can't rule them all, bucause it's working with its own data. To answer your question, the scene have several frizz operators to layer different amounts of frizz. Another example if cumpling. If you add 10 clumps, then you can add another clump operator to clump those 10 clumps into 100 clumps.
Please check the documentation for the Animation operator HERE. It stablish that this operator is intended to record or cache the simulation. Though I agree that the name is confusing. It should be called Animation Cache operator. We will change it.
The perfofrmance of Moov Physics will depend on the complexity of the hair and where in the stack you put the operator. Please see THIS tutorial about Moov Physics. It's for Maya but it's the same on Cinema. Let me know if there is something you don't undertand.
I'm not sure if I understand your question about "connecting" the hair to animates biped and quadrupeds. Do you mean transplanting the hair from a static model to the same model but animated? If so, checkout Ground Strands and Baked hair documentations. Jeordanis Figuereo (Product Designer. EPHERE Inc.) | |
17 September 2019
#26167 | |
Can you please post a quick walk through step guide for hair creation to rendering in physical? The documentation addresses individual tools but there's no narrative for how you can basically get things working form A to Z. | |
17 September 2019
#26172 | |
I will soon create a pdf tutorial with a step by step, and the downloadable scene with an example of a lion's head! | |
18 September 2019
#26173 | |
@dragofx That sounds wonderful. Thanks. |