I'm glad you liked it. Turns out, when a client gets you out of your comfort zone (and insists on it) you get creative fast! ^^
@claudegosselin4636 Жыл бұрын
Simple et efficace! J'aime ça :) Merci pour le tip
@laeianimation Жыл бұрын
Avec plaisir !
@brdklt2 жыл бұрын
Beautiful!
@laeianimation2 жыл бұрын
Thank you so much, hope it was useful!
@Team_rk288 Жыл бұрын
Bro how to make dynamic hoses with bones
@laeianimation Жыл бұрын
Now that's a good question... what are your technical limitations? Is it to run in a game engine? if so I don't think its very different to any other rigging. Or do you want a simulated motion of the hose? but using bones? I'm curious now!
@Team_rk288 Жыл бұрын
@@laeianimation I made a project like Offshore spm animation for hoses and crane I started with max some of points I stuck then I finished that project with help of blender also blender is soo easy but I like max but some time I stuck can you do a Offshore hose animation like real world dinamic simulation with ocena and hose and crane
@laeianimation Жыл бұрын
@Loading, I think there is two different problems in you idea... I found that when I do something and I want it to look like the real world I get into complicated territories like "making realistic simulated waves". But then I try to cut the problem into smaller parts : - The waves on the one hand you can do with a simple deformation helper called wave or ripple, and the rest of the complexity can be a displacement shader -- then your deformation helper can move the water surface as well as either directly your hose mesh or a spline that you can use as a bone object (just apply a skin to the hose mesh, as a modifier, then use a spline as a bone and that should do the trick) - On the other hand you have the rest of the motion floating on the surface, that can be a maxscript or just a projection controler. - and finally the crane is some rigging. This guy as awesome rigging tutorials for mechanical systems: www.youtube.com/@larsem8 If you need all of it to be procedural, this may be really slow in the end and not very usable. Houdini or Blender may be a lot more stable with a fully procedural system like this one I think. If you have more questions, please, find me on Discord!