Hey Daniel, Once again i had a great pleasure to watch your video! Incredible images associated to a great sense of finishing, the result is amazing! I like the subtlety of the camera movement as well as the secondary animation in the car, such as the damping.
Thank you so much for that pal! :) Not an interface or an add-on on the level of what you can do, but have already learned a lot from our talks. Thank you so much for that! (We are now running a read the docs for LC!) Excited to see StoryLiner out there in the open in the future!
Happy to hear! Yeah, a full tutorial will be hard to do, but hopefully this BTS gives you an idea about how it's done still. :) My pc has a 12-core Ryzon 9 5900X, 128 GB memory and a RTX 4090. But lower specs would do just fine too
sir can u plz give me the exaust fire png seq or just tell me where u have found that i have search on many platform but didnt get any of them can u plz give me
Everytime i reopen the file the car behaves very weird, and reading the Docs it mentions that is a bug and have to rebake the physics again.... isnt this a huge problem? wont the physics change everytime so you wont have the same render ?
Hey there!! Yes! So it wasn't so clear in the video, but the camera is just animated with position and is then using a "track to" constraint with the car as the target. Using the 90% influence allows you to animate the rotation of the camera slightly too.
When you used that trick with projecting the HDR on a plane. Don't you need to watch for issues where we can see the background twice? I mean if one is steady and the other one does show parallax movement, there can be angles where you could see the same back twice I guess or did you also adjust the use as well by removing the horizon, you basically have a clean sky and the horizon is on the plane which does show the parallax effect
Ps you can always very slowly rotTe the background l, but; bguess the movement would not lookhat good and then the shadows would also be animated due the sun in the hdri.
Hi. I use launch control 1.5.2 in blender4.0.2, when I export FBX to ue5, it uses a lot of time, my cpu is 12400f. What type of cpu do you suggest I use?Will the new version export faster?
@@DanielVesterbaek from what i saw, looked quite nice and is way easier when adjusting the animation. Smoke sim would only be added at the very end, when your 100% the animation is set.
How to optimize How to optimize UE5 and blender because i have very low pc specs and i want to make similar content like him in unreal in 720p - 1080p quality rendering specs are Rygen 5 5600 (6 cores/12 Thread) RX 580 (8GB) 16 GB Ram DDR4 Anybody please tell me how optimise UE5 and blender to get decent amount of FPS i love to use UE5 and blender ❤😊
So happy to hear that! Yeah, it took me looong to realize this. It's sort of strange how hiding it "normally" doesn't improve performance as much as disabling the collections.
Tou could also add a modifier to the camera and make it wovvle a tiny bit on some axis. Ps so you didnt use a curve for the camera to guide its motion, tou actually set keyframes to move it around?
Yeah, absolutely! Love doing that too. I use Shakify to add the wobble. And exactly like you are saying - the camera is keyframes and is not following a curve. I don't like camera curves so much as I find them hard to edit properly
physics baking is showing this in blender 4.1 Python: Traceback (most recent call last): File "C:\Users\ADMIN\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\Launch_Control_Addon\launch_control\operators\physics.py", line 63, in execute prepare_cache_physics(active_car) File "C:\Users\ADMIN\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\Launch_Control_Addon\launch_control\utils esources.py", line 220, in prepare_cache_physics active_car.sim_body.modifiers["GeometryNodes"].simulation_bake_directory = cache_path ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ AttributeError: 'NodesModifier' object has no attribute 'simulation_bake_directory