Monthly Archives: March 2011

Going backward to go forward

Over the weekend it was curve-combing, now I’m trying the surface-based approach to hair. So far so good – What’s weird about this approach, is that I’m backtracking a little – Daisy’s hair mesh started as nurbs patches, and now … Continue reading

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Making it work, kinda

Thanks to the right combination of a lighter workload and waking up before the sun, lately I’ve been back in experiment-mode.  One of the things I’m toying with is Maya’s hair system.  So far, it looks like it might solve … Continue reading

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Well that didn’t take long

I can’t say I’m throwing in the towel just yet, but I am at least slinging it over my shoulders – porting the Mesh Deformer from Blender is even further from my capabilities than I had originally thought. I was … Continue reading

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Misadventures in Coding

My goal for this weekend was fairly simple – get my cageDeformer node working…  minus little things like attributes or a deformation algorithm.  Having no real knowledge of c++, other than the head-start mel may have given me, I chose … Continue reading

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