Kettenkraft using Crawlertracks
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Kettenkraft using Crawlertracks
Without the motorcycle piece
Here is an animation of my first successful use of Crawler Tracks:
http://www.bbedwell.org/wip/tracks.html
Carl and Luigi, thanks for the help!
Here is an animation of my first successful use of Crawler Tracks:
http://www.bbedwell.org/wip/tracks.html
Carl and Luigi, thanks for the help!
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Re: Kettenkraft using Crawlertracks
Great work Enigma229! Looks like the hard work payed off, hehe. I'm looking forward to your next project!
If you have come across any ideas/feedback during your time with our tools, we would love to hear it.
If you have come across any ideas/feedback during your time with our tools, we would love to hear it.
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Re: Kettenkraft using Crawlertracks
Nice animation!
What type of tank is that? It looks old but also futuristic.
Keep up the good work!
What type of tank is that? It looks old but also futuristic.
Keep up the good work!
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Re: Kettenkraft using Crawlertracks
It's actually a World War 2 German vehicle called a Kettenkrad (a hybrid tracked motorcycle) without the front wheel.
Re: Kettenkraft using Crawlertracks
hey enigma i saw your vue and max compilation video awesome man!!!! great work. I also have vue 6xtream but can`t get the work out from it with my max 8 can u help me in anyway ....thanx
- Luigi Tramontana
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Re: Kettenkraft using Crawlertracks
Hey Enigma, the link you posted in the support thread showing your vue result was erroneous. I guess you ment:
http://www.bbedwell.org/wip/ketten.html
The terrain is great, so are the animations, however i would actually have solved the rigging in another way.
I would actully use the 2-wheeler and tweak up the "Tilt Reduction" parameter. So that you do not need to redo all the track rigging i would simply exchange the crawler with the 2-wheeler. Also, the rear wheel would be located close to the middle of the tracks.
(ps i fixed the links in the support thread)
http://www.bbedwell.org/wip/ketten.html
The terrain is great, so are the animations, however i would actually have solved the rigging in another way.
I would actully use the 2-wheeler and tweak up the "Tilt Reduction" parameter. So that you do not need to redo all the track rigging i would simply exchange the crawler with the 2-wheeler. Also, the rear wheel would be located close to the middle of the tracks.
(ps i fixed the links in the support thread)
Re: Kettenkraft using Crawlertracks
Thanks for the info Luigi.
Re: Kettenkraft using Crawlertracks
I loved that animation dude. I also use Vue and I was wondering how you did it becuase I'm planning to do something similar. I guess you exported the terrain to Max/Maya, did the animation there and then composed the escene with the Vue render as background? Did you use humanizer cams or did you animate it becuase i love how the camera moves. Would you please share some info?
Thanks in advance and congrats for your video.
Thanks in advance and congrats for your video.
Re: Kettenkraft using Crawlertracks
Hey Lordof,
Thanks for the compliments.
Here is the way I integrated everything together (and this is still a process that I am working on). I'm using Vue 7 xStream (if you are using Infinite or another flavor of view, you can just export your terrain via OBJ).
In my case I only want to get the terrain that my vehicle will be animated on, so I select and clone (as a copy) the terrain and then convert the clone to an editable poly or mesh. Then I unlink this terrain so it is no longer bound to the Vue scene (this is important because if you don't unlink it it will be deleted when you close the Vue scene in Max).
Next, I lower the res of the terrain so I can use the Director Tools with good performance (if you are exporting the terrain from Vue then be sure to give it a LOW poly count). Now I have a usable terrain based on the one created in Vue.
Hope this helps!
Thanks for the compliments.
Here is the way I integrated everything together (and this is still a process that I am working on). I'm using Vue 7 xStream (if you are using Infinite or another flavor of view, you can just export your terrain via OBJ).
In my case I only want to get the terrain that my vehicle will be animated on, so I select and clone (as a copy) the terrain and then convert the clone to an editable poly or mesh. Then I unlink this terrain so it is no longer bound to the Vue scene (this is important because if you don't unlink it it will be deleted when you close the Vue scene in Max).
Next, I lower the res of the terrain so I can use the Director Tools with good performance (if you are exporting the terrain from Vue then be sure to give it a LOW poly count). Now I have a usable terrain based on the one created in Vue.
Hope this helps!
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