[color=white]Character production pipeline: [/color] Fn RefineCharacters = ( Local CharRevision_Final = false …
Alright, thanks guys! While I was wondering about this whole thing, I went to our brilliant Mathias here, who has explained several things to me (he h…
Ah, the anim pivot topic:) Me likey:) I really got inspired a while ago with your stuff, Ruramuq. Actually it is what got me started in trying it myse…
Yup, seems like you are right. I just did this in a way I was thinking, but as I’m quite often blind to some simpler solutions at first, I never saw t…
50? Why 50? Isn’t it moving backwards in the next frame? If so, how can it be 50 if it changes direction?
Well that is a bit of a problem I think. Speed is a vector value, not a scalar. Meaning it has two properties, not one. There is no speed at 2f but sp…
Yes, of course, but then if you do the calculation on a frame-by-frame basis, you are calculating the speed between each frame. So why bother with 480…
Correct me if I am wrong but I think if you go on a frame/frame basis, you should see no difference. Ticks are not necessary here as the in-out happen…
Hehe, yes, except that if you are using a List_Controller, you actually can delete the controller: $.controller[1].delete 2 — imagining you have a p…
It is not a problem, but rather expected. As the script evaluates with every event, including time scrubbing, the script is set to evaluate the same t…
:applause: Good stuff dude! Glad I could help. Once you finish the rig, you should post it to show the results:) And yea, 3D math is quite a lot of fu…
O man, hahahaha, I completely messed this one up:) So sorry man, I posted a completely wrong part of what I wanted to show. This is for the wheel rota…
Sorry for taking so long. I think I might post a small tutorial on my blog in the future just for the hell of it. But basically I make it in a way whe…
I think I know what you are going for, and I have done it before on my reel (you can check it out here, near the end of the reel: ) What you want is …