View Full Version : HyperVox Frezz
primemac
10-20-2006, 10:47 AM
Hi any one know if you can export hypervox frame as am object.
I know you can do it with trans object but HyperVox is not a
Trans object any ideas.
Reason I ask unless there is a better option is I want to frezz the
hypervox and move the camera around with out the hypervox
move.
richdj
10-20-2006, 03:07 PM
Clone the camera for the required number of frames for the animation, and render the same frame with each camera. Or look at POLK from Worley (http://worley.com/polk/polk.html#toppolk), in particular the Frozen in time tute (http://worley.com/tutorials.html)...
Not sure if there is anything new in LW9..
Rich
primemac
10-20-2006, 04:32 PM
I looked at that idea and I will need 50 shots.
richdj
10-20-2006, 06:06 PM
I looked at that idea and I will need 50 shots.
I didn't say it was going to be easy...
SplineGod
10-20-2006, 06:07 PM
You can use save transformed on partigon emiiters. You can also use standard geometry to attach HVs to.
primemac
10-20-2006, 06:52 PM
You can use save transformed on partigon emiiters. You can also use standard geometry to attach HVs to.
I looked at that as well however when I took the saved data for the HV's
to the particle emiter the image do not match at all but good idea.
Is there any way to convert the HV's I am using to Particle emiter with out the change. They need to be exact. I have looked at this closer and I still see that even with lots of changes the gravity makes the particle emitter
react even worse. hmm well I gess I could the HV's shape in er and then replace the color and texture look. hmm That would take about the same time as using cams..
SplineGod
10-23-2006, 01:46 AM
Are you saying that you need to convert the HVs themselves to a mesh?
You can do this with metaballs but not HVs.
primemac
10-23-2006, 02:04 AM
thats a bummer.. I will do what will work I gess.
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