Yep, that. It used to come included in the Softimage installer. Not sure what happened. Maybe their deal with AD fell through?
On Mon, Aug 5, 2013 at 2:52 PM, David Barosin <dbaro...@gmail.com> wrote: > Maybe this? > > http://www.craftanimations.com/news/press-releases/craft-director-stuido-for-softimage > > > > On Mon, Aug 5, 2013 at 2:49 PM, olivier jeannel > <olivier.jean...@noos.fr>wrote: > >> 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>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> 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> wrote: >>>>> >>>>>> No car lovers out there :) >>>>>> >>>>>> On 06/07/2013, at 22.41, Pingo van der Brinkloev <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 >>>>>>> >>>>>> >>>>>> >>>> >>>> >>>> >>> >> >> >