Daryl Dunlap

Daryl Dunlap

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My Tutorials

obj-image Intermediate
Redshift4H | Instancing | Intermediate
obj-image Beginner
Redshift4H | Instancing | Beginner

Recent Forum Posts

Request for Mechanical Rigging Tutorial Series Nov. 23, 2020, 7:20 a.m.

So, Mechanical to me means, no deformation, only rigid transforms - as in, just a transform applied to a piece of Geo (a packed primitive probably).

So the challenge becomes, what's the best way to attach Geo to a skeleton for rigid transforms? One additional thing is I might want the option to convert stretching into scaling along the joint axis (assuming the Geo has a pivot that's supports this). Another thing I might want is secondary-transform(s)?….for example, if I have some visible gears on this character, and I want to convert the movement of the character locomotion point into “animation” of those gears….how would you do that as well?

These are some of the problems I'm hoping can be solved and shared.

Is there any reason to switch to Karma? Is unbelievably slow Nov. 20, 2020, 8:02 p.m.

Me too Brian. I'm excited what the platform (GPU) represents. Its like a feeding frenzy among IP creatives, everyone is creating these…pieces of functionality…and the synergies are like..exponential between them, inherently.

You create an asset and then, there's this entire ecosystem that pushes that asset to its Final form in record time.

What AI is doing with inference is sobering as well.

Is there any reason to switch to Karma? Is unbelievably slow Nov. 19, 2020, 10:29 p.m.

….and go!

80.lv: Gods of Mars Will Be Shot Entirely In Unreal Engine.
https://80.lv/articles/gods-of-mars-will-be-shot-entirely-in-unreal-engine/ [80.lv]

TLDR;

Gods of Mars is the first Hollywood production to use real-time rendering of game engine animation/images as finished Final Pixel shots. This is done by our cross-medium creative team that merges game programmers with traditional matte painters and miniature makers with Hollywood pedigrees. To push Unreal Engine to meet the high-quality standards equal to current VFX/animation software