its not there, its not because of how i installed it lol
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its not there, its not because of how i installed it lol
i ment reinstall cause i file may be corrupted and its not loading correctly. Or you did something to it. Were they gone right when u first opened the program? Take a screenshot of ur desktop with ur program on and lemme see. If you dont know how do the following:
#1 Press Print Screen Key
#2 Go Into MS Paint
#3 Press Ctrl+V
#4 SaveAs
#5 email me it.
whats your email bro?
[email protected] all u have to do was under my post it says the word email :) or check profile hehe
Swift3D V1 did not have a cube button. Either type a period and give it equal dimensions or draw a square in Flash and export it to .EPS before importing it into Swift3D.
[Edited by RUSHVision on 03-01-2002 at 02:02 AM]
look:
http://www.escalix.com/freepage/dext...ctures/box.jpg
[Edited by dmb_87 on 03-01-2002 at 01:01 AM]
Dmb that link didn't work!! oh well i think im gonna get Swift 3d v2... is version 2 much different than 1? can anyone give me some examples of the differences?
version 2 is a better, faster version with more tools/tricks than version 1... :D
I used to have Swift 3d ver 1.0 And if you don't have ver 2.00 yet, you can still make boxes. Use text, and select font to wingdings. Then click on the character button that shows all of the characters , and pick a solid square. Then click apply. Then click on the new square, and set its depth to about 0.600. That should make a cube.Quote:
Originally posted by krazieness01
Hi guys, not sure if this post is still alive and peeps are reading but i was wondering how the heck you draw boxes in Swift 3d 1.0. Cuz it seriously only has Letters, Circles, Cones and Torus's but not the main thing which is a box.... help me out please!!!!
Well i now have Swift 3d v2 and as you can see i dont like fluffy bunny slippers actually, thats just what got replaced when i started talking about warez... i have now payed for my version of v2 and i find it to be alot better now... i will post my newgrounds address to it when i have finished... seeya!
Good man.
before i got s3d2, here's what i did for the camera tricks( almost like xiaoxiao) i shot everything with no characters just the camera moving around. all in all, around twenty shots. anyway, after importing, i added the characters and everything looked cool.
aevium ~ How about posting a link so we can check out your results?
Not that I know anything about SWIFT..but if he is talking about the "look" of his stick men being from SWUFT...couldnt he just export it as a solid color fill...no lines..etcv..etc...and get what he would get from FLASH? Sorry if I am WAY off base here...I only read bits a pieces of the repitition..I mean POSTS...lol
-whispers-
Ummmm I'm new but I read somewhere that the xiaoxiao dude made the movies in 3d Studio Max and then used some vector 3d to 2d plugin for it to make it all 3d and 2d. And I just like to know can anyone tell me a good flash program to use since I started using swift3d v2 and it is way harder than I thought it would be, and before that I was using 3d Flash Animator, and i thought that was really good but I want something cooler, with motion blur feature. Thanks
motionblur is post processing, so anyone could do it. just add three or four layers of descending alpha and watch your motion blur.
wadabout a schtick duck;
http://www.nlc.net.au/~oceana/games/stickduck.swf
That's pretty cool. Wouldn't just have to be a duck, though. It looks like it could be adapted for a decent raptor gait or one of the mechanized combat units with the backwards jointed legs as well. Did you have plans to do something more with it?
trying to put skin on it. but swift 3d only has a minimum rotation of 5 or 0 degrees is too jerky at 5 and it's a pain in the arse at 0. so here is my official request for 1 through 4 degrees rotation increments. in the mean time i was waiting to see what the swift3d/mx plugin was like.
in the mean time mabey you could tell me if you get the same results with my model when you load it in swift 3d;
http://board.flashkit.com/board/show...hreadid=319793
[Edited by BlinkOk on 05-30-2002 at 08:23 AM]
I know you guys are using Swift 3d v2. I use Swift 3D Max the most. I'd hate to sound like a goober but... If you're into 3ds max at all it would be extremely easy to get the look and effects you're going after.
You could create a stick figure in max using splines and then on top of that you could set up a bone structure to the splines.
When your bones are set up... animate it however you want.
Also to get that matrix effect you could apply a camera to a circle path or whatever path you want the motion to follow.
Be sure to check the "render spline" check box and then you're good to go....
azz_kicker aka Foley
An additional bone hierarchy is not necessary with MAX 4 as arbirary objects can be used as bones with IK solvers. Read up on 'Using Objects as Bones' in the User's Guide.Quote:
Originally posted by azz_kicker
You could create a stick figure in max using splines and then on top of that you could set up a bone structure to the splines.
As an FYI for people in this thread, orbiting a camera around an object is not Matrix-style motion. It has nothing to do with the flo-mo FX used in the movie (which are actually discreet, not continuous). If anyone has the VHS or movie DVD, you should listen to Johh Gaeta's description of the technique. You can also find a good writeup in the archives of VFXPro.
An approximation in a CG environment involves variable-speed camera motion and is a bit more complex than a simple orbit in the standalone package or basic path animation in a 3D package. People were orbiting cameras around objects and path-animating them in CG packages long before the Warchowski brothers even thought of the movie concept.
Not tyring to dis anyone ... just an aside. Have fun with those stickmen!
hth!
HA HA, you're right about the bone structure not being needed......
I usually make complete models then add bone structures to them..... it didn't occur to me that you wouldn't need a bone structure for a character created with splines.... because the splines can be and are bones themselves....
INNNNNNNNTERESTING!!!!!
It's a different thought process for this type of animation, so it takes some getting used to, especially coming from older versions of MAX.
good luck!
err... i thought the flo-mo FX is to take the orbiting camera concept from CG environment to real life... since u can't possibly freeze an actor in real life that's why they use multiple cameras and fill in the gap between them to get the illusion of orbiting camera. In that case it should be a lot easier to do that FX in CG environment since the motion of the object is totally under control.Quote:
As an FYI for people in this thread, orbiting a camera around an object is not Matrix-style motion. It has nothing to do with the flo-mo FX used in the movie (which are actually discreet, not continuous). If anyone has the VHS or movie DVD, you should listen to Johh Gaeta's description of the technique. You can also find a good writeup in the archives of VFXPro.
An approximation in a CG environment involves variable-speed camera motion and is a bit more complex than a simple orbit in the standalone package or basic path animation in a 3D package. People were orbiting cameras around objects and path-animating them in CG packages long before the Warchowski brothers even thought of the movie concept.
[Edited by phlegm_thrower on 05-31-2002 at 04:00 AM]
And even more importantly, even if it may differ slightly in its method, as long as the final product appears the same to the viewer, does it really matter if the process for getting there is different?
One thing I've found with Swift is that you can't animate a a camera along a curved path. However, you CAN animate multiple short straight paths. As long as you keep the absolute distance between the camera and the target/focal point fixed (or changing at a constant rate), AND you move the camera manually a short distance every frame or two, it appears to be following a curved path. Is there really a difference to the viewer? "No." Is it the same thing? Also, "no." Does it matter then, that they are different? Once again, "no."
I find that I use this concept again and again when doing my 2D stuff. Sometimes erasing something distorts another part of an object, so, instead, I mask and cover parts with whatever is behind them. It then appears as if that part were erased, but in reality, it isn't. This is like a partial "move to back," but only with the part I want obscured. This wouldn't work well with 3D, though.
Don
Not quite. People seem to be obsessed that a simple constant-velocity, circular orbit is flo-mo and want to throw the word Matrix at it.Quote:
err... i thought the flo-mo FX is to take the orbiting camera concept from CG environment to real life... [/B]
have fun!
peace :)
isn't it possible that they're actually trying to get that constant velocity but couldn't? if im not mistaken, the gap between the cameras are filled by some program, maybe that's why the speed is not constant, coz it's only a "probable animation" calculated by the program.
im not trying to dis u but think on this for a while...
u said and i quote "As an FYI for people in this thread, orbiting a camera around an object is not Matrix-style motion. It has nothing to do with the flo-mo FX used in the movie..." i don't think any of us are dumb enough to really believe that what we're doing is the REAL matrix effect... we're quite happy just to get a similar effect and label it "matrix effect" otherwise we'll have to spend an obscene amount of money hehehe...
but if u know how to create the perfect imitation of the Flo Mo FX then by all means Please... enlighten us...
Just an editorial comment -- nothing more. I'm not going to drag the thread any further off topic.
best wishes :)
im sorry MATRIX i don't mean to spam or just being disagreeable...
this thread IS about MATRIX EFFECT so if u know a better way to do it then i'm willing to listen and learn from you... i am new at this and you're certainly better at this thing than i am :)
I don't take your comments like that at all. Apparently, mine were not well-worded. It seems to me to be a stickman thread, not a Matrix thread. I was hoping to get people interested in checking out the Gaeta interview and the VFXPro writeup as they contain a lot of information and might inspire people to get more interested in film FX. I got interested in VFX at a relatively young age by someone in the film industry who told me that something I called a 'transporter effect' (Star Trek style) really was not. He recommended some books to read and that's how I got interested. So, I like to pass the editorial comments along ... and, my comment about orbit-vs-flomo was simply editorial ... just an aside.
I don't claim to know more about this than anyone, although I have played with the effect in a purely CG environment. Even in http://www.2112fx.com/bulletflash.html , I still state that what I've done is at best a crude approximation to the movie effect.
As a moderator, I have committed two sins.
1) I did not completely explain myself in a post.
2) I drug a thread off-topic.
For both, I apologize and will not comment further in this thread. Although I've got a lot of work to do in the coming weeks, anyone is welcome to continue this discussion offline via e-mail. It may take a while, but I try to answer all e-mails.
As I said before ... have fun with those Stickmen!
peace :)
i believed that this is a matrix effect thread coz people's talking about making stickmen with matrix effect...
i saw that stickman movie pope... it's really funny... i recognised several different styles of martial art (like wing chun-bruce lee, aikido-steven segal, karate-van damme etc) but i digress...
im hoping to get to that point sometime next year probably hehehe... in the mean time can i ask u some questions? what kinda fill do u use? average fill? where did u get the sound/music? did kinda lighting scheme did u use? free light or trackball light? how did u get that predator effect?
i'll have more questions later hehehe :D
[Edited by phlegm_thrower on 05-31-2002 at 03:07 PM]
hey wat happened to pope's post?
MATRIX... where can i check out the Gaeta interview and other VFX stuff?
i've seen a documentary on the matrix camera effect (not matrix specifically). it's not an orbiting camera as you say it isn't, but multiple cameras capturing motion at all angles. i'm probably rattling a spider's nest here but i think it's perfect for switf3d. the idea is a moment is captured in 360 degrees, the simplest effect you have in swift3d. i mean, i just don't see what the problem is?
Maybe I'm missing something, but I think Swift's 3D camera pan is almost exactly what the Matrix stop-motion is. I am not posting this to be argumentative. If I am wrong, I would appreciate someone pointing out where my error(s) is(are).
My explanation is as follows:
The cameras used to capture the stop motion are a one-dimensional array along a path (whatever path they want the "animating camera" to take). Then they insert live actors via a blue screen, and superimpose these actors on the backdrop of the sequential-but-simultaneously captured photos from the camera array. Ignore the blue screen actors, if you like, as they are not necessary for the flo-mo.
Now, when we animate a camera, we move it from place to place, which gives us individual snapshots (the rendered frames) that appear to be the object from different angles taken simultaneously.
The matrix flo-mo camera photos are discreet frames at an instant in time. Our swift 3D rendered frames, since we "froze" time, but moved the camera are the same thing. All we'd need is a real-time person or animated object in the frame and we're there.
One thing we can do in 3D that the flo-mo folks can't do is a full 360 deg from any angle. Were they to try it, they'd then capture their capturing cameras in the shot, unless great care were taken to insure the proper angle for the cameras. Horizontal view with horizontal pan wouldn't work.
I also agree with others that this thread IS about the flo-mo effect, as illustrated by a stickman rendering.
Don --
Posted at the risk of angering the Moderator gods.
Personally, I agree with you guys completely. :)
DUde I realy need a good animator in my site if someone thinks they can be in it please email me. you have to be at least as good as me to join [email protected] http://www.aots.tk
and yes I am the 13 year old kid evryone is talking about lates
hello is anyone here please I need someone that can do some serious animating dude I am affiliated with stickwars that has the famus skood who made the max paine cartoon please join :)