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Plant simulation 3ds max
Plant simulation 3ds max











plant simulation 3ds max

At the very least it is a small footprint to make because this is the internet and because I can.īTW: “Punk” is a trend, Car models are trends and what we wear today are trends and can die within years. And I stand by those statements even though I don’t own Autodesk nor do I believe it’ll make any difference. I don’t find that an unreasonable argument to make. I’m sorry a large part of this is not subjective and I can put up an argument to every single point if need be. I am here to remind other enthusiasts and users that Autodesk is feeding them candy all the while ignoring the features that would make the real difference. Max started as a whole different animal in history, we are not here to discuss whether or not Max is dead today in one form or another, I am here to discuss what Max is missing and has been missing the past decade plus. What are you speaking of? Your deduction stands as Max not being a character tool set is not being negated today but when you mentioned something along the lines that it was never intended to be so, then I am here to correct that statement.Īnd this is not about you personally either. There is no money, no jobs, no new idea and no clear perspective for character animation with it. Beside it, it appears to be useless: there are robust, fast, feature-rich, production-ready solutions in Maya, Houndini for it, and it can’t be exported as such in Reatime games… and so on.Īnyway, I think this discussion here is the toilet-lid analogy for the current situation in the 3ds Max scene. We have had ACT, CATMuscles, (what was the name – Pupetter), Hercules, heck – we even build Meta- and Parabones in BonesPro before our customers told us not to invest one minute more in Muscle-Dev, since hardly anyone uses Max for Charanim nowadays.

plant simulation 3ds max plant simulation 3ds max

This discussion here remembers me on that days.Ī small prototype video, looking like it comes from the distant past, with almost no production value, produces in short time a huge discussion. The Toiled-lid was the drop that has filled the barrel. This last quarrel, the culmination, was about the toiled lid, about if we should sit or stand in WC while pissing.Īctually we went apart because we have had no money, no jobs, no new ideas, no perspective. On the last day, before we went out with our boxes, we have had an heavy, ugly quarrel. In 2001, my two partners and I have dissolved our gfx-studio. I think the slow rigs is one of the biggest issues with character animation in Max IMO. Maybe even tyFlow could be used for this? I’ve seen some research using fluid sims for muscles, and that’s also something that would be great to see in Max (in any DCC actually).īut before 3ds Max gets decent muscle sims, I thinks it’s more important to get the rigs to run faster. Muscle sims are sorely missing in 3ds Max (as many of you of course know), I hope to see some alternatives that solve my issues with Flex. If my character was running, the muscles would stretch a meter behind him! 🙂 Also, I did not find a way to have the Flex objects react to one another and to the bone objects, which resulted in muscles that did not push realistically into the skin. I assume it uses soft bodies through the Flex modifier? Last time I played around with Flex, it had severe issues with fast moving rigs, and was unable to contain the muscle realistically. Nice work! It seems like a decent solution that would work well in many cases.













Plant simulation 3ds max