You will have to check readme.txt for how to use it. Basically, if you've mapped a model and painted a texture, then change your mind and make a new mapping - just run this tool and it will update the texture image to fit with the new mapping coordinates. The tool will allow you to remap a texture between two different sets of uv coordinates for the same model. Yesterday I was helping a certain Arne out with a texture mapping issue, and it resulted in a rough little tool that others might find useful, so I'll put it up here. Video processing is such an interesting field. I will probably spend the occasional evening thinking about ways of improving it though. Obviously this is just some fun distraction from my main Sculptris work. I made a short video showing some preliminary results. Any relevant motion is equally visible in a blurred image, and you get rid of distracting details. The images (adjacent video frames) are converted to greyscale and blurred before the calculation, to create a simple and robust data set. Larger slope means more reliable value, so you want those contributing more to the final result.Īs it turns out, this works similarly well in 2D when performed independently for x and y, on small regions to isolate local movement. You measure the value (y) difference at "a few" points and calculate the estimated shift distances according to the figure, then weight all those together based on local slope size. It's basically a way to measure horizontal shift distance between two copies of the same curve (or very similar curves). I've attached an image below to illustrate the basic idea, for a 1D case. The implementation is still rough and simple though, so I'm not sure how far it could go in terms of accuracy/quality given further development. It's different from the one I used in the Lurch project, and much faster. I was bored the other day so I thought up an algorithm for video motion vector estimation. I will be out on vacation for three weeks now, so don't worry if I appear absent. To read more about what I'm cooking up with Pixologic, check my forum announcement and. Looking forward to regaining some kind of daily routine, but it'll have to wait a little while longer. Italy and Croatia were particularly nice. Also gone all kinds of places in Europe on the back of a motorbike with my father. I've quit school, got a job at Pixologic, moved out of my apartment. Sculptris Alpha 6 available now for PC and Mac, so go check it out! what idiot makes games without giving them to players? A lot of these things I do are way more fun when people get to try them out. Hopefully I will resume and maintain a better habit of updating this site and my twitter account based on current activities. This doesn't mean I've been completely idle though, so check out this quick recap if you're interested in my various hobby goofs over the past couple of years. Adults and children alike are drawn to the program, and we hope that this level of interaction will help to educate and inspire the next generation of animation professionals.It's been a while since I quit Pixologic now, and for some reason or other I haven't been keeping in touch a lot with the online world. Our visitors have been actively engaged with Sculptris since the exhibition opened. “It has been truly amazing to watch people use Sculptris over the past few days. The exhibition features work from Blue Sky Studios in films including Ice Age, Ice Age 2, Ice Age 2, Robots and more.Īs part of the exhibition, Pixologic has provided the 3D sculpting program Sculptris for attendees of all ages to try their hand in 3D modeling and digital art creation –getting a feel for how characters and concepts for blockbuster movies might be made. Pixologic sponsors The “Ice Age” To the Digital Age: The 3D Animation Art of Blue Sky Studios at The Norman Rockwell Museum Massachusetts.
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