@ORameshO There is soft bodies in this, but... im not currently super happy with them. cloth is interesting! i think i might be able to provide a preset for that, we already have a rope preset.
Physics Box - My Physics Engine plugin for DaVinci Resolve... is out now! Link in my profile.
We can finally do physics driven motion graphics directly on the edit page and fusion page!
(Now on to make more promo material ๐ตโ๐ซ)
@musepriest right now it bakes to a bunch of internal polygons which get rendered frame by frame. so you can adjust things like input texture and color. but theres currently no adjusting positioning, but you can bake out object position data to keyframes for use in other fusion tools.
I just tried the photoshop clone, and it's completely unusable.
The thing people don't understand about software development is the bottle neck wasn't ever the implementation, but rather the care and consideration behind every choice.
The AI people that think the open source re-implementations of adobe products will crash adobe need to understand why gimp or affinity didn't, they need to understand why torrenting didn't crash netflix.
The products themselves havent been the moat for adobe since photoshop 1.0
Did you notice the spring like wobble in the hands and hair? That's not keyframes! Puppet Pin has tons of features like that to make 2D animation easier.
Check it out here:
https://t.co/HQVRDq0uc7
(Currently at 25% discount!)
Rigging Breakdown!
Made in DaVinci Resolve โ
(With My Puppet Pin Plugin!)
It's nice to be able do these types of animations on Linux, and also not have to pay the Adobe After Effects subscription [:
#DaVinciResolve#2DAnimation#Animation#Rigging
Glad to see so many people excited about this!
It's coming out soon. Working on all platforms and host. I just gotta make some marketing material and demos. Follow to receive notice! And check out my other plugins in the meantime i just updated my page with new discounts (x
Physics Simulation using video input in DaVinci Resolve.
The isolated squirrel input is used as static geometry, while a ๐ฅ emoji input is used to spawn dynamic geometry.
@ziziran2 I should have called it 'kinematic geometry' because that's more accurate. We use the outline of the squirrel (Using Magic Mask node) to create geometry... And motion vectors (Using Optical Flow node) to allow the geometry to push the peanuts.
@SavanaSunil Entirely in the Fusion Page (some Edit Page workflows will be provided). using inspector controls and viewer controls. You setup the simulation and then bake it, and then playback!
In Puppet Pin for DaVinci Resolve, I added something I call 'Deformers'.
You can think of them as bones that allow for rigging, but they're so much more!
In this video you can see me toggle on/off Follower and IK Deformers, so much of the animation comes from the Deformers.