1. Webcam Tools

Launched Krakatoa C4D, the first version of its high-volume particle renderer for, which is compatible with R14 and R15 running on OSX and Windows operating systems. Also available for Autodesk Maya and Autodesk 3ds Max, Krakatoa provides a powerful pipeline for quickly acquiring, caching, transforming, modifying, shading and rendering billions of particles. Krakatoa C4D key features include:. Point or voxel representation of particle data with various filter modes, motion blur and depth of field camera effects, and HDRI render passes output to OpenEXR files.

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Concurrent support for additive and volumetric shading models, with per-particle control over data including color, emission, absorption, density and more. Support for various light scattering algorithms, high quality self-shadowing and occlusions from geometry objects. Integration with the native particle systems of CINEMA 4D as well as with third party products like X-Particles by Insydium Ltd. And TurbulenceFD by Jawset Visual Computing. Dedicated objects for quick conversion of mesh volumes and surfaces to point clouds. Particle loader objects to read Krakatoa’s native.PRT file format as well as NextLimit RealFlow particle.BIN files and.CSV text files.

Tools for saving particles to disk and support for saving multiple variations of the same simulation with different initial seeding using Batch rendering or via network rendering with Thinkbox Deadline to achieve higher particle counts. A powerful render-time particle repopulation option to produce high-density particle clouds from low count base simulations. Dedicated tools for creating 'sticky' Camera Projection mapping for advanced dissolving effects. Krakatoa C4D originated as an external effort by Ugly Kids artist Daniel Hennies, who collaborated with a developer to program a bridge to the stand-alone version of Krakatoa (SR) via the C API. Upon acquiring the code, Thinkbox refined the Krakatoa C4D feature set for off-the-shelf functionality. Hennies noted, “I was quite overwhelmed by Thinkbox’s positive response to what we created. The tremendous enthusiasm and dedication from Thinkbox was spectacular; the new plug-in will enhance the whole experience for CINEMA 4D users and enable particle enthusiasts to take final quality to a new level.” “Artists have loved Krakatoa for years so we’re thrilled to extend its functionality to new animation software applications,” said Chris Bond, founder, Thinkbox Software.

“CINEMA 4D has a storied history in motion graphics and is a rising star in the creation of feature film VFX; we’re excited to introduce ourselves to CINEMA 4D users and can’t wait to see how Krakatoa is leveraged by talent.” “We recognize success for digital artists today depends on integrated solutions with the industry’s best tools,” said Harald Egel, MAXON co-founder and CEO. “Krakatoa is widely recognized as a leader in robust volumetric particle manipulation and rendering. The availability of Krakatoa for CINEMA 4D brings profound artistic freedom to VFX creatives.” Source: Thinkbox Software.

I stand firm that B-Spline (except Linear of coarse) is the top choice for absolute free floating Camera and Target moves (as in path in space). To secure an evenly distribution of intermediate points one can use a MoSpline set to Even or Step with your spline as source and use the MoSpline for your Camera/Target set ups. As mentioned, -never- use Bezier as it is mathematically wrong and will always introduce intermediate points errors. Especially to be noticed on longer slow runs. (Jitter around spline vertices) SteadyCAMPRO can by itself use uniform distribution even if the source splines are set to natural. Cheers Lennart.

:-) BSplines just influence their direct point neighbours when you change the position of one spline point, this can result in strange behaviour when you set your camera for example to align tangential Ќ whereas with Cubic and Akima changing the position of one spline point influences all other with decreasing influence, so the overall interpolation is more evenly. If you don't use the tangential feature, there's a chance that there will be no jitter or hard interpolation with BSplines. So I would say, using BSplines only for positional aligning the camera is fine, for rotational/tangential not.

Realistic and very highly detailed male character. Fully rigged nude and clothed subdivision model ready for animation with multiple morph targets and full FK and IK bones system. It includes Mental Ray and VRay shaders. ScoobyCamTools provides powerful tools for camera animation within Cinema 4D and for the simulation of hand-held cameras.– Physical camera rig with custom dynamics system– Realistic simulation of footsteps– Blending between multiple splines and targets– Use splines as target objects– Dynamic chasing of objects– Camera morphing with.

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Can we agree on that? But to be honest, I have this information from the creator of scoobycamtools and you are the creator of steadycampro, so whom to believe?;-) Here's a comparison of a camera tangentially aligned to a spline with Cubic, Akima and BSpline: http://wiki.c4d-jack.de/w/images/d/d8/CameraSplineComparison.mp4. :-) If you don't use the tangential feature, there's a chance that there will be no jitter or hard interpolation with BSplines.

So I would say, using BSplines only for positional aligning the camera is fine, for rotational/tangential not. Can we agree on that?

Webcam Tools

That is correct. That is why one generally shouldn't use any tangential information. The tangential value is dependent on the positional interpolation along the spline and thus multiplies any errors.

Consequently, if you are running FSX and have any FSX traffic files, your first step after installing a MAIW or WoAI package should be to convert the newly-installed traffic file (usually located in the FSX Scenery World sceneryfolder) to FSX format using AI Flight Planner's 'Files / Convert FS9 Traffic Files to FSX' menu item. Choose your destination folder for the converted files. I put all my WOAI flight plans in my Microsoft Flight Simulator X Addon Scenery WoAI Traffic Scenery so I can turn on or off the WOAI flight plans at my discretion. It is ok to keep the flight plans in the World Scenery folder if you want. I converted a batch of files and, as I said I saw no traffic. I then disassembled one of them with Peter van der Veen's AIFPC and recompiled it to FSX format and this works. The one converted by AI Flight Planner doesn't. I attach a zip containing the files. Vol2_FS9 is the original FS9 file, Vol2_FSX is from AI. Convert fs9 traffic files to fsx flight.

While I don't know any of the inner work of other tools, the fundamental idea behind the SteadyCAMPRO tools is only to use positional data and from several samples before and after the position calculate a better rotational value including anticipation. That is, where we are heading/looking forward to in space. Using a single tangential data from the current position will cause a static 'train/roller coster' effect as if the camera is bolted on a moving vehicle and the result looking very 'computer like'. (As well as being spline error prone) But in real life your brain/eyes/head is looking at what is coming and turn your head independent of your current position.

This is also true for i.e airplane like behaviour. So, using positional data seen in camera Z space will be -much- more gentle than picking tangential data (even if you read them from several samples) One simple native way of solving that is to use only the positional data from a ATS Tag and a separate Target object using another ATS Tag.

This way the camera will look ahead a bit and 'loosen' the view experience. You're welcome;-) The CG-like behavior of B-Splines is best visible when using tangential alignment for the camera. If you're using a target to align the camera, it gets a lot better. Also, as Lennart pointed out, Bezier splines (and also B-Splines) create more like a train/rollercoaster effect. This can come in handy, too, of course. Sometimes you will want a sudden change in direction. However, I find it much more intuitive to do that with additional points in a cubic spline.

Also, I use a camera target in about 99% of my animation work. I find that much more controllable. But after all, it comes down to what you can work best with. Also, try to search for CSTools. It's a wonderful collection of xpresso setups which includes several types of camera rigs. Just make sure you download the newest set of CS Tools from CSmith's site.

Maxon includes them in the Broadcast folder on install but the camera tools are broken: the Snap Zoom features don't work no matter what settings you try. Learned that after a night of tearing out what little hair I have left from my head while trying to follow along with an odd Greyscale Gorilla vid.