today I want to share just some tips about creating inflating simulation using Ncloth in Maya.
In the video shown before I created a 3d Text Type , and after adding some tessellation for have more deformations I just select the model and I added NCloth to the object… for have the inflating fx I just animate the pressure parameter with negative value , otherwise it looks like a baloon that must to explode …. 😀
AS LowRez Series Want to share this new creation adopting different techniques to generate a readable volumes with a voxel’s algorithm create by me. This sculptures are an original way to show organic volumes using a “pixelate effects” , is a Read more…
Hi there , I want to share this documentation about detecting events touches/click on UI and GameObject , it could be really usefull to understand how it works. You don’t use the Input API for the new UI. You Read more…
Pierre Bézier and his curves
The mathematical basis for Bézier curves—the Bernstein polynomial—had been known since 1912, but the polynomials were not applied to graphics until some 50 years later, when they were widely publicised by the French engineer Pierre Bézier, who used them to design automobile bodies at Renault. The study of these curves was however first developed in 1959 by mathematician Paul de Casteljau using de Casteljau’s algorithm, a numerically stable method to evaluate Bézier curves at Citroën, another French automaker.