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Type: Posts; User: marco

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  1. Replies
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    Re: [Error] While rendering with Mental Ray

    Ok,
    so.. this is the result so far.
    MentalRay motion blur seems not to like the fact that between frames the total-count of faces changes. Motion Blur jumps back and forth to calculate the motion...
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    Re: Problem with dmmplugin

    Maxza,
    I could replicate the same problem after running a utility that cleaned the system registry.
    Try to reinstall the DMM Plug-in . It fixed the problem for me.

    Marco
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    Re: [Error] While rendering with Mental Ray

    Sorry John,
    I will ask support to froward it to me and I will get back to you asap.
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    Re: flesh on skelenton

    Yes, correct.
    You can get a discreet result with glue and dmm 'passive' bones.
    1 - Create a dmm set of bones, have them set to passive.
    2 - Rig the bones to an underlying skeleton.
    3 - Overlap...
  5. Thread: Help!

    by marco
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    Re: Help!

    BB4life,
    try to focus on 'one step at a time' and write in this forum the specific things you have issues with. It might be easier to give it an answer that can actually be useful . ;)

    M
  6. Thread: Joints

    by marco
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    9,140

    Re: Joints

    There is an error in the method described above that will cause orphan nodes to be left in the scene.
    This nodes might cause unexpected behaviors.
    This is a 'mesh' node that the plug in names it as...
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    Re: [Error] While rendering with Mental Ray

    Hi John,
    Could you send your scene file as it is (with the changes that cause the crash) to support@pixelux.com . We will be glad to check into it .

    Thank you.
  8. Thread: Prefracture

    by marco
    Replies
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    5,733

    Re: Prefracture

    You can avoid to export and re-import. Follow this steps.

    1- Select the dmm object that you want the fractures to be kept.
    2- Remove History on selected object.
    3- remove all the other shape...
  9. Thread: Joints

    by marco
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    9,140

    Re: Joints

    PART 3

    7th - Place the joints strategically... of course you can duplicate them to have at least two for trying to simulate a door attached to a pole. Use Glue Regions to ensure that one end of...
  10. Thread: Joints

    by marco
    Replies
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    9,140

    Re: Joints

    PART TWO

    4th - Before deleting shapes under the dmm transform node, run a delete history for the selected dmm object [Edit->Delete by Type->History] then delete all shape under the transform...
  11. Thread: Joints

    by marco
    Replies
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    9,140

    Re: Joints

    Joints can be created with DMM objects that are specifically modeled or constructed for that purpose. The way of building them is a bit annoying at the moment . I will try to describe you how.

    1st...
  12. Thread: Joints

    by marco
    Replies
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    9,140

    Re: Joints

    Actually it can be done, but it requires some work around at the moment.
    The work flow for doing that is not going to be achieved with just a click of a button, it requires exporting and...
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    Re: Tileable Splinter Geometry

    Good,
    I am glad you find it useful, I will keep you posted on more improvements, like a UI front-end and the ability to cover target meshes in both planes.

    M
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    Re: Tileable Splinter Geometry

    Hi BlackNecro
    I am posting a script at the bottom of this post that could help you in facilitating your task to tile a floor surface with splinter meshes....
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