Jump to content

Chris Harris

Members
  • Posts

    69
  • Joined

  • Last visited

Personal Information

  • Country
    United States

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Chris Harris's Achievements

Newbie

Newbie (1/14)

10

Reputation

  1. 39 years old here. Regarding retirement, all I think about is I should have listened to my parents and become a plumber after high school.
  2. Thank you! I got my file to work as yours does. Definitely helps on the volume select if you have the "vertex" option selected haha. Uff, old age is creeping up on me apparently.
  3. Josef, Mind uploading a 2016 version? I tried to recreate it based on your steps but i'm clearly missing something. I can get to the animated mix map that transitions from 1 flag to the other, but not sure how to animate the individual balls during the Mesh Select part.
  4. My initial guess is something to do with making your own distribution map for each light (white dots), than for different patterns making a gradient map that goes over each light (dot on distribution map) and then animating the opacity of that custom gradient map...which in your case would just be all white over the lights you want to move, black where you don't. You'd have to do that for each different pattern. That being said, that's just a simple solution for moving up and down at the same time/level, which is most likely not what you need. Making the transitions in between patterns would be the "fun" part. I am definitely interested in hearing/seeing what you come up with, good luck.
  5. That would be great to pull off. I think the answer may lie in using Forest Pack, possibly some RailClone. See this video where the grass growth/animation is controlled using maps...there are certain points in the video where it looks exactly what you might need, but not positive on that.
  6. Out of curiosity Devin, what kind of drone and camera on-board with the drone are you using?
  7. 100% agree with Justin. Animations get even more costly with the online farms/uploading/downloading. If you can find a client to pay for it as you go, great...and good luck getting that to happen.
  8. EUREKA! I have found it. Or something like that. Please watch the 2D imagery exported from Google Earth Studio here first to understand what the background images were: Here's the solved camera match here (Google Earth Studio to After Effects to MAX): I'll have to write up a tutorial on this after experimenting on a different file to see if there are certain numbers for rotation and scale every time. Is it 100% perfect? No but pretty darn close. What's key here is to point out that you have to have terrain information that you build your 3D models on and definitely something close to whatever Google Earth's terrain is. Unfortunately the terrain you get out of Sketchup is a more degraded version of what you see out of Google Earth/Studio. So the parts that are slightly off or sliding are due to that's where our survey stopped and where the Sketchup terrain began.
  9. For those interested in seeing what's going on... Here's the smooth export from Google Earth Studio, which also exports out the camera path smoothly to After Effects: Here's the exported After Effects camera into MAX, which is very jittery (everything near the origin): EDIT: I believe I have solved it! Standby after its rendered, probably by tomorrow.
  10. So for the scaling issue...I've somewhat gotten that "fixed." Basically when the AE3D_Export script is up in AE, I wasn't paying attention to the scale button it offers. In the first case it was set to 1 = .001 so I moved it to 1 = 1000, then tried again at 1= 10000 (the max it can go). Remember when I said I had to blow it up 16M times the original size? In the case of the 1000 scale, I scaled it up 160% (1.6 times original import size), for the 10000, I scaled it down to 16% of the original size...the numbers make sense. With that said...very jittery still, even with the camera and tracking points imported to 0,0,0. Guess I'll give the reset xform a try as Nicolai suggested. EDIT: No dice on the xform reset. So disappointing.
  11. So I worked with that camera in Max a bit more and am pretty much waving the white flag on that work flow. I believe due to the extreme scaling up of the camera (the 16 million times original scale), its extremely jittery even when its imported close to the origin 0,0,0. Pretty disappointing. I'll probably try it another time with a much smaller camera radius movement to see if that is any better. If I do that, I'll start a new thread as we're moving further and further away from Macker's original post. EDIT: Maybe if I scale up the camera data in AE before MAX it might help? Grrrr...more trial and error in the future.
  12. I'm hoping not, but I've yet to give it another go with a different project. I may do that some time today/this week. What would be great is if the scale is always the same and then someone figures out the rotation numbers going from AE to MAX because it unfortunately isn't as simple as a 90 degree rotation in any of 3 axes...seems to be all different and may differ with every project.
  13. So I looked into this Tom. I was able to get the Google Earth Studio camera exported into After Effects, and then exported the AE Camera via the AE3D_Export script you can find on the web...you have to alter the script in order for MAX to understand it but it does in fact import into MAX. In this case open the maxscript file AE3D_Export created in a program such as Notepad++. Then do a search and replace for "Camera" (you don't need the quotation marks), replace with basically anything...in the cases I found online, people were changing to MyCamera or Camera_. Next in line 19 or somewhere close to the top, find where it says "freeMyCamera" or "freeCamera_" (whatever you replaced the original "Camera" with) and change this back to "freeCamera." Run the script in Max and you'll have your camera (rotated funky as it always does from AE to MAX), and your null object, assuming you created a track point from Google Earth Studio. Group your camera and null, rotate accordingly. You'll notice the overall scale to match real-world scaled/modeled objects is waaaaaaay tiny. I'm still messing with my camera matching but right now the scale of the grouped Camera and Null is at 16 million times its original size. Yes... 16,000,000.
  14. To add to Francisco's comment above, what I lend to the design for visualization projects I work on is finding errors in the CAD file/design provided to me. So after that, I bring up my concern to the designer to make sure that what they gave me was correct, or if I just saved their job by pointing it out before it got too far into the process...
×
×
  • Create New...