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johnalexander1571

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Everything posted by johnalexander1571

  1. johnalexander1571

    Polygon cages for smoothing

    Hi SJD, Chris is giving you good guidance. I know this doesn't help, but I did do a job where we had to model existing bottles for clients. We started with a 3d scan that was very lame and needed modeled over totally, but there was no "sizing" possible with any program that could get to that level of accuracy. For the record, we used Modo for that. form.Z could do just as well. I tend to use the sub-tools to grow my models a row of polys at a time. I switch back to polys only when I run into a little detail area. I once had a key shortcut on the switch back and forth and it was the same as any other programs switch. With some malice of forethought, the sub creation tools are just fine in Z. Needs an add too selection in rows type of feature.
  2. johnalexander1571

    Will a solid state drive speed up saving large files?

    Hi Joe, Sorry, I was talking about the general rules for keeping file sizes down, the common sense stuff. Paul used to describe techniques of building models correctly or setting display res correctly for models because back then it was so much more important. So, I don't have an actual list. That stuff isn't as critical anymore, computers have become so powerful.
  3. Hi All, Here is my fun personal lock-down project I do on the weekends. I hope this might be of interest, because I am quite jazzed about it. I have used form.Z to model the bones and muscles of the human leg using the sub-d tools in order to export them into simulation software and assign Young Modulus to the muscles and sew them onto the bones and them let the computer use finite element analysis calculate the muscles realistically contracting and jiggling with gravity all based on the animated driver bones. This is why cg characters have appeared to be hauntingly weightless all of these years, because only the outer surface is sculpted, it is not necessarily informed by bone and muscle as it should be. The final results of this newer tech are really encouraging and are only now starting to be used in feature films. It is now being adapted to real-time for video games. This is my early result. Long way to go, but I am happy with this so far. https://www.artstation.com/artwork/9eGZkN One facet of my project is the absolute similarity to being Dr. Frankenstein. I had to get into some rather gruesome medical school grade references in order to understand all of the geometry I needed to model inside of the leg. So this will be the official start of Mary Shelley, the FEM solved woman. I think she will be like Wonder Woman. No I don't wear a bra on my head ala Weird Science, although I have thought about it. I am making the skin for the leg this week. Ha ha ha ha ha.... Vincent price laugh.
  4. johnalexander1571

    WEIRD SCIENCE FEM Solver leg modeled in form.Z

    Thanks for the nice comments all! It has been a long dream of mine to abolish horrible CG knees, and also weightless looking characters. There is NO morphing here. The outer fat/skin is a closed mesh with an inner and outer layer driven only by the FEM solved muscles, and those by the bones. I can feed any animation onto the simple bone rig and the sim leg will perform the skin under gravity. My mind is awash with possibilities. Here is a big update, fun for the long week-end--the animation: https://johnalexander2020.artstation.com/projects/qA4qGz This was modeled in form.Z with subdivisions before converted to facetted and then exported to the FEM solver. There would still be another layer on this where uv'd skin mesh with high frequency detail is "wrapped" to the fat layer you can see in the animation and renders. There are 86 digital attachments of muscle to bone or muscle to muscle or muscle to ligament I set up via vertex selection. There were SO many little values that are dialed in, I am the mad scientist. But this is getting closer, except for extreme folding behind the knee, which I will develop better moving forward. Cheers!
  5. johnalexander1571

    .obj export - can't get clean model to Blender

    Ok, sorry on that one. Glad you figured it out and can proceed.
  6. johnalexander1571

    .obj export - can't get clean model to Blender

    Hi andrew, I do believe you are looking at the fix smooth shading setting being toggled the wrong direction. Go to .obj export options and if the box is checked, uncheck it and retry. If not checked, then un-check it and try again. I think I ran into this with Maya. Sorry I didn't see your question until now.
  7. johnalexander1571

    Suface solid (two sides)

    Whew! Thanks for sharing. That is a nightmare indeed. Wow.
  8. johnalexander1571

    Import from Solidworks?

    Oh, output for me to Maya is either fbx if I need textures (then I have to move the items,) or .obj, which leaves them in space where they should be and they have to have material assigned. I use the format I need. Getting textures over has proven to be one of the hitches. My flow here may not be the best available.
  9. johnalexander1571

    Import from Solidworks?

    Hi Andrew,. I get my models from another dept that uses Solidworks. I ask them for a STEP file. I have never asked them to modify or even know what output settings they are using, I assume default. I suppose I am lucky that I did not run into any compatibility issues with that. I import into form.Z, select all and rotate around the origin Z to be up ( it is not apparently up in Solidworks.) This works fine for getting all of the objects in the STEP file into form.Z for the tweaking and organizing as separate objects. My products are 20-30 parts tops. I organize the parts and mesh them for export to Maya (which likes ye olde facetted data for obvious reasons). I have actually been surprised to find formZ a robust "center" application for doing this. I have been suspicious that I would not find a workflow at all from Solidworks to Maya without form.Z to the rescue once again.
  10. johnalexander1571

    Match 0.2 alpha Python Script WIP

    Hi Chris, that is just great, I enjoyed reading your report. Maybe I'll have a use for this! I totally enjoyed seeing the balloon itself. Your work is the most unique out there, due to the inflatable nature of them. Can you sometime post more of the stuff you did because that has to be some of the coolest form.Z made work out there. I can't image folks hanging off the bottom of something I created... The script is great too, tho. Good idea for a script.
  11. johnalexander1571

    Vray displacement, caustics and subsurface scattering

    Hi Allan, I have been able to get the subsurface scattering to work just fine on Windows without even enabling the feature in the VRay settings. I have never actually had the occasion to use it tho, as it's requirements are that you have a light behind a material and that the material be one that scatters light inside of it. I tried it on some fiberglass I was making , but I never could put light behind it (it lays on the floor). I wound up just using images on the models to fake it all. This is the orange plastic SSS that comes with VRay. I upped the scatter distance from 2 cm to 3 cm. The model is 4" x 4".
  12. johnalexander1571

    Water material

    Hi I don't use Maxwell anymore, so I can't check to see if there was a trick to making it respond to the controls. That doesn't sound right. Des is right tho, if the "sea tool" isn't working you can get real nice results using his method. Those look good too, Des. Especially the night pool scene.
  13. johnalexander1571

    Water material

    Hi ariel, http://www.formz.com/webinars/webinars_html/Maxwellv3.html Maxwell has a water tool in formZ. You can see it in this Maxwell Webinar video at about 29:25. I used it in the video example and below on a real project. If I remember correctly I just assigned a supplied Maxwell water material to the "water".
  14. johnalexander1571

    FormZ Free

    Hi ariel, I hate not to have a definite answer but I am pretty sure you can all of the above. Someone with Free would be able to open any form.Z model, only some of the tools used to make it would be unavailable. You can have both pro and free installed, just don't know if you can do one per monitor. You could at least get a modeling window on monitor 2.
  15. johnalexander1571

    formZ VRay Animation

    Thanks guys! I appreciate the kind words! Now on to the next animation! Sound curtains! 😎
  16. johnalexander1571

    formZ VRay Animation

    Hi All, Here is the animation I made in which I used the Bend Along Curve tool to create the special effect of caulk being squeezed out of a tube. https://www.youtube.com/watch?v=jjuy5d4ni-E&feature=youtu.be Just over a minute long this time... no narrative regarding the need for the product, just how to install it.
  17. johnalexander1571

    formZ VRay Animation

    Thanks Des, This is going before a new investing group that just purchased our company. I am holding my breath. Just so you all know that long spin where all the caulk is dispensed is rendered in one shot. I used the animation editor to turn tubes on and off in time, I also had to start and stop all of the Animate Along Path runs at the right times, and of course animate the camera flying around. In order make this smooth, it was originally a 24 second animation at 30fps. That was by far the craziest thing I ever had form.Z do!
  18. johnalexander1571

    Why isn't formz more popular?

    Essentially, I want to show off some awesome real-time space on-line or at a show, and when asked how I did it, be able to say I only used form.Z. That's all you need.
  19. johnalexander1571

    Why isn't formz more popular?

    Hi All, I have been thinking about this for a week. I only want to proffer a facet of a possible solution. I think in the current market for 3D tools, your tool has to do something very exciting and if possible be the only tool set that offers that feature. It needs to make something hard very easy. I want to explain what I need formZ to do from now on. Please look at the following website: https://oneirosvr.com/ These folks make super hi res VR and game navigable scenes (read executable) using Autodesk products and Unity. The idea is simple, pre-bake the wonderous lighting and appearance of your arch space you can get with VRay onto low res models and use that to construct a real-time experience that appears to be rendered. You must be able to place a game control into the hands of your client and let them wander around in the space. I feel (and I am not the only one) that this is the future of Arch-Viz. Currently, creating something of the ONEIROS level doing this is a huge series of fiery hoop jumping getting into UNITY see: https://www.ronenbekerman.com/the-making-of-a-virtual-reality-experience-for-archviz-with-unity/ So, I wish for a future in which formZ can simply generate this executable for the client from the formZ files with VRay light bakes and textures saved. That would bring in people, because currently this involves Autodesk products and you have to pay for UNITY. It is very, very expensive and time consuming. Note: this needs to be made EASY, and look great, not just possible through FBX...(I am not talking about: well... you can already export to FBX... so...) so that we can make real-time content executables EASILY in order to sell designs. This will also encompass and support AR and VR in whatever form these evolve. I would like to see AutoDesSys take up the tech to backbone this feature and make it home for it. No one has been bold enough in the 3D world to do this whole hog, and only in the last few years game companies are stepping in to be the end part of the chain in this because they have specialized for so long in streamlining huge files for real-time display. (Game companies noticed this need and are selling licenses by selling only the executable maker.) Currently I have an order for a real-time home theater that you can explore in real-time and turn off walls and ceiling and so forth to see the acoustical treatments. I also have an order long term for a real-time "sound city" a user can explore on their own. I can't make these only in formZ. At minimum it would need a magic "send my VRay rendered scene the way I have it set up now into UNITY and have it only a click away from exporting the executable" button. I do not think that with VRay already on board and VRay Next coming, that you could be so far away from an AutoDesSys controlled executable that would be an awesome element of the coming real-time arch viz business out there. This would give users a whole new reason to come to AutoDesSys.
  20. johnalexander1571

    VRay formZ 8 Animation

    Hi All, I have uploaded the animation I created with form.Z and VRay. We decided to use a bit of humor explain the problem the product "fixes" in addition to an overview of how our NOISEBLOCK™ enclosure goes together. I also used After Effects for the text and logo stuff. Sound was mostly from Soundsnap, except Rancho Des Vaches, of course. I used Poser to drop some figures in there. I used the Imager extensively to render over night and weekends. 2:22 running time. I am now working on more animations, but they are more traditional technical animations without the narrative element. https://youtu.be/0p5DjgT-GSo
  21. johnalexander1571

    VRay formZ 8 Animation

    Hi Tim, I have been able to use the Imager to render animation and form.Z itself to model at the same time. In theory I can animate all the time if I plan well enough. In practice, I am rendering about one clip per night, I find I am rarely forced to try and do both at once. I do have really loose deadlines, however. I did find the very short tutorials in the formZ manual a huge help in understanding formZ animation. Learning and using the editor is a huge help. Motion/time graph allows precise control. I do this on one semi-nice Windows 10 machine. It was around $3,500.00 USD 6 months ago. If you are not stuck with OS Mac you should be able to really get a much more effective deal. I am finding still that I wish it would render much faster, but that is the way it has always been! I am only doing 1080p resolution. As soon as I started to look at the the file sizes needed to produce in 4K, I realized it was prohibitive. Renders too long... file sizes beyond huge...
  22. johnalexander1571

    Happy Holidays!

    Hi Bernd, I am happy to see your card artwork this year!
  23. johnalexander1571

    VRay formZ 8 Animation

    Hi Justin, This was the first longer animation I have tried, so lots of things happened along the way, and I remember needing to go with CPU alone for some reason. I think it was because I had rendered some of the clips without already, and the clips wouldn't match. Rendering time wasn't such a big deal though, as after I was done, it took the sales dept longer to write the slides that it did me to render all the clips. On the textures I was encouraged not to push for as much realism as I could get. Part of the reason for the tan color choice, I wanted that saturated look of the Pixar animations, but found dealing with so many different surfaces that had nothing to do with selling our enclosure prohibitive. Plus I would have kept wanting to change the materials after I had rendered some of the clips. First big animation, learned a lot. Also, found out you need lots of frames to make smooth animation. If something moves too much too quickly, especially a camera, you get jerky animation. I have found it better to render out more frames and re-time the clip to be shorter in After Effects.
  24. johnalexander1571

    wip & recent renders

    Wow! I like that Pipo! Those shots are very smooth.
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