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MetalUrge

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  1. Hi CGA members, want to know your opinions where architectural visualization has contributed to the development of the CG/animation in a very specific way? I do understand that CG software and hardware tech (especially VR/AR) is a very organic evolution of the industry as a whole and the gives and takes of every domain does contribute to the advancement. But has archviz pushed the frontiers of something which the CG industry was then able to take advantage of? Anything other than VR/AR.
  2. Thanks George. Had been using 'sections' all the time. Although 'cutaway' seems to be leading me closer to what I am looking for.
  3. Hi, I am looking for something specific for a client requirement. I am trying to find images on the internet which are typically interior views and technically represent the installation of one or more products (like brick work or electrical/plumbing works) through a neat slice of the wall or through the peel off of a wall. I've been searching since a while now and am unable to get hold of the right search strings. Has anyone seen anything like that? Would be very helpful.
  4. Not sure if this has been posted before, although I tried searching for it. I encounter this time and again. I am using 2012 with V-Ray Adv 2.40.03. You can see that there is a part of the mesh visible (it is a roof of a building) even after deleting it. It is a group. Haven't experienced this before (in other versions of 3ds Max) and this scene doesn't have any XRefs or anything like that. I believe it could just be a bug. Does anyone know a workaround if they have encountered one?
  5. I'm sure you would have checked your 'Customize User Interface' whether they are ok?
  6. Reviving a 5 year old thread for hopefully another requirement of rotations using expressions. I wasn't able to gather much from the discussion held previously, so here is my question. Question: How do we use expressions to rotate an already existing rotation by a certain number of times? Details: I have a cylinder (as a wheel) with radius equal to 36 and I generate continuous rotation by autokeying and rotating at the last frame for 360 degrees. I have made a plane as a road which is 3500 units long. Now from the beginning of the road till the end the wheel will have to rotate something like 15.47 times before it can stop (after certain maths). Now all these calculations seem unnecessary but now if I can multiply my already existing rotation into 15.47 (using Expressions like how we do in Wire Parameters) and place the wheel at the end of the road, it would display actual rotation covering the entire length of road and wouldn't be sliding now at any point. So how do we use expressions to rotate an already existing rotation by a certain number of times?
  7. Can we do the following with Trajectories (animation): 1) Edit the trajectories like how we edit a spline (with bezier for example) so that the animation positions are altered accordingly? 2) Make an object's trajectory follow/match another object's trajectory? 3) Assign multiple trajectories to an object by its sub-objects? My questions may mean no real significant purpose but I do feel the requirement sometimes. All in all my questions yearn to understand what all can we do with Trajectories in 3ds Max apart from the dotted redline we see in the viewport. Are there any good threads/tutorials speaking in more detail about them? And how do the Trajectories feature in Max differ from those of any other softwares you know of? I tried searching on Google but found absolutely nothing.
  8. Using Wire Parameters and assigning mathematical expressions for the follow-up movement could be the simplest way. Like for example, you have 3 cylindrical telescopic tubes one inside the other. When you position-wire the inner most cylinder to the next cylinder (2nd one) and similarly the 2nd cylinder to the 3rd cylinder you can move it in a more mechanical way. When you pull out the 1st cylinder the 2nd and 3rd should follow. Now to make the follow-up more eventual and mechanical the expression text box can be used by dividing the existing connected expression by 2 (/2) or by any other mathematical requirement according to precision. In this way a /2 would follow-up the respective tubes by half movement.
  9. Sure Neil, will eagerly wait for that link. Thank you!
  10. @ Neil Woodhouse: Thanks a lot for that wonderful link to the tutorial. I really am extremely pleased. Although it wasn't related much to this particular query it sure is a way forward. Do you know of any more tutorials which are of the same fashion?
  11. @ Crazy Homeless Guy & Deadcat: Thanks a lot for your responses. Shall try both of the places.
  12. I want to know if there is a good forum out there where one could discuss the aspects of movement (animation and simulation). Because the challenges involved in them is so huge that I fail to understand why I haven't come across any till now. And when I say any forum I mean irrespective of any particular software. Or rather a forum which isn't software specific.
  13. I seemed to get it working in a non-technical aspect by using the LookAt Constraint. I made the perspective look from the end of the slot towards the pin and thus achieving it. But does someone know of how to achieve the same thing without the use of the LookAt Constraint?
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