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
>>>>>>>
>>>>>>
>>>>>>
>>>>
>>>>
>>>>
>>>
>>
>>
>

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