I was wondering about Rob Wuijster suggestion : /
"//Softimage 2012/13? came with a 3rd party addon for this. It was a separate install/plugin. Not sure if this is still the case.//"/
Was he talking about a car setup pluggin ?


Le 05/08/2013 20:28, Alan Fregtman a écrit :
I would guess he means the one from Andy Nicholas in his car rig tutorial that Jeremie Passerin linked to in his response (also first response to this thread)...
http://www.andynicholas.com/?p=1549



On Mon, Aug 5, 2013 at 2:19 PM, olivier jeannel <olivier.jean...@noos.fr <mailto:olivier.jean...@noos.fr>> wrote:

    What free  pluggin ?

    Le 11/07/2013 17:07, Pingo van der Brinkloev a écrit :

        This is great guys. Awesome tutorial and a free plugin. How
        cool is that? And yes good idea about the pre blurred wheel.

        Cheers!

        Pingo

        On 09/07/2013, at 18.31, Andy Jones <andy.jo...@gmail.com
        <mailto:andy.jo...@gmail.com>> wrote:

            One tip is to make sure you've got a plan in mind for how
            to deal with
            the wheels.  There are a few different ways to solve it.
             Probably the
            simplest is to render with full 3D motion blur, and use enough
            transform steps so that the wheels don't do strange
            things.  Of
            course, this can have an impact on render times, depending
            on what
            you're using and how your settings are dialed.

            Another option is to us a pre-blurred spinny wheel image.
             Or you can
            apply a sort of elliptical blur in comp prior to post
            motion blur.
            Neither of these techniques produce a physically accurate
            image,
            however.  True motion blur of wheel rims is a really
            unique-looking
            thing that is difficult to recreate by other means.

            Another option I've used in the past was to temporally
            oversample and
            use a motion interpolated retime, such as
            kronos/oflow/twixtor.  At
            the time, I used a OpenGL so that the render times were
            low enough to
            make oversampling viable.

            Really, for me this was one of the big reasons I decided
            that the long
            term future for rendering will be full 3d motion blur, and
            I try to
            build my lighting/compositing workflows with that in mind.

            On Tue, Jul 9, 2013 at 9:13 AM, Pingo van der Brinkloev
            <xsil...@comxnet.dk <mailto:xsil...@comxnet.dk>> wrote:

                No car lovers out there :)

                On 06/07/2013, at 22.41, Pingo van der Brinkloev
                <xsil...@comxnet.dk <mailto:xsil...@comxnet.dk>> wrote:

                    Hey,

                    I have an upcoming project where a car(3D) is
                    driving inbetween shapes, that turn out to be a
                    logo. It's gonna be semi realistic, so I need to
                    make the cars movements believable. I have a fast
                    edit (quick cuts), so I'm probably going to
                    animate by hand (don't think I need dynamics). But
                    if anybody has some heads up, dos and don'ts about
                    car-related animation it'd be greatly appreciated.
                    It's a Formula1 btw.

                    Cheers!

                    P








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