Carrara in part 11 of tutorial series on animating tunnels
staigerman
Posts: 236
This is the last in the 'Tunnels' mini series of tutorials, part 11, a look at animated selections. We start in Carrara and stack up a few items made in Vertex modeler, and fly through it. This is saved as image sequence to then work with it in Howler. We explore using more than the palin rendering, such as alpha channel or multi-pass items such as the Depth. We show how to use that for post work such as to selectively blur items that are far away.
https://www.youtube.com/watch?v=MYBwVh7IfA0&feature=youtu.be
Next: On to a new topic: smoke trails, rocket engine exhausts.
Moderator: not sure where to place this, it's educational for Carrara users or Howler users alike. Please advise?
Comments
I've added your tutorial to CARRARA CAFE! Thank you so much!
Cool tutorial :)
Thanks for making it and sharing.
See why I like Howler so much? Although he covers a lot of neat stuff in each tutorial, there's always so much more that we can do.
Thanks Philip. Great tutorial. I just watched this one out of sequence, though... I have to catch the rest of these tunneling explorations! Cool topic!
You're all very welcome, thanks for using Howler. I am now switching to other tutorials, some with working on video and removing blemishes on a face in an animatino (motion tracking, rotoscoping, video related techniques), and also gamedev, creating assets for Unity or other game dev environments. The first one is up, on making new types of trees for a top-down view in a game like Starcraft
To anyone new to these video tutorials regarding Project Dogwaffle Pro: Howler, Philip currently has 284 videos and that number grows almost daily. The channel is PD Howler on YouTube.
The whole 'tunnel' series, which ends at the above mentioned Tunnels 11, is really cool stuff! I always find great enjoyment from these videos and through them, Philip is always teaching me new techniques and introducing me to new tools. Developer Dan Ritchie also comes on and shows us his stuff as well. Just excellent!
If you watched the above YouTube video, and recall Philip saying "Thank You for this, Dan!", in regards to the new 'Store Animation' feature, first of all I totally agree and pass along that Thank You! But also would like to thank him for the new tweaks in everything found in the latest Howler. This thing was amazing at version 8, but 9.2 just rocks! That brush keyframer is amazing. Also new is the fact that there is that "Animate" button on many common tasks, like blurs and color effects. This is very handy when you want to spread the changes uniformly through all frames, which we often find ourselves needing to do. To change the effects throughout, we have the timeline editor, which has a lot of incredible features.
Anyways, here's the new video that Philip mentions in the above post: Creating Game Assets and Content - Trees
...and another he's made since: Ovals and Arrows - How to create Graphics Content
Here's the first episode of the tunnels series: Tunnels in Space - Part 1
Here's a really cool demonstration of using the force fields feature in the Dogwaffle particles system: Foliage Brushes under the influence of Force Fields
and More Force Fields for Particle Brushes
I have a discussion thread for Project Dogwaffle Pro: Howler, where we can discuss all manner of Wafflings and Howlings and I have a few video playlists up there too. The Howler community is ever growing... but we'll always have room for more artists... come on aboard and start to really Howl!