Oh wow, that looks sooo good already. Such a great idea! And I love the robot remnants!Fabi_G said:
- added more building blocks. With some blocks, I made use of generative modifiers. Here is the setup for a cylindrical shape:


klamante
Hey guys,
Happy new year!
I wanted to share with you my latest personal animation work (modeling, texturing, animating, rendering and compositing in fact) did in blender 4.0 while being father for the 1st time (1st month was pretty easy compared to what I thought it would be. Don't be surprised that the situation changed pretty quickly then 😅).
It’s a traveling shot set at Australian F1 race track Albert Park in year 2012.
Compositing done in After effects adding not so much. I mainly used the composed pass from blender with the Photographer addon help. (Can’t imagine not working with this treasure).
Hope you like it.
The shot:




BTS:
https://youtu.be/GA45vkswcaM?si=ZjRuQvfmvMnXucK3


Ahuri
A blender add-on for having custom scripts on a shelf, like maya's shelf or 3ds max custom toolbar. Just copy and paste your scripts here to create buttons to run them later.

revoconner
class MyFilePostprocessor extends AssetPostprocessor {
function OnPreprocessModel () {
// Set imported models to scale 1.
// Disable swap UV channels.
var modelImporter : ModelImporter = (assetImporter as ModelImporter);
modelImporter.globalScale = 1.0;
modelImporter.swapUVChannels = false;
}
function OnPostprocessModel ( object : GameObject ) {
FixMaxImport ( object );
}
function FixMaxImport ( object : GameObject ) {
// Unrotate root transform.
object.transform.rotation = Quaternion.identity;
// Get all meshes and unrotate them.
var meshFilters : MeshFilter[] = object.GetComponentsInChildren.< MeshFilter > ();
for ( var j : int = 0; j < meshFilters.length; j++ ) {
FixMesh ( meshFilters[j].sharedMesh );
}
}
function FixMesh ( mesh : Mesh ) {
var resetTransform : Quaternion = Quaternion.Euler ( -90.0, 0.0, 0.0 );
var newMeshVertices : Vector3[] = new Vector3[mesh.vertexCount];
var newMeshNormals : Vector3[] = new Vector3[mesh.vertexCount];
for ( var i : int = 0; i < mesh.vertexCount; i++ ) {
newMeshVertices[i] = resetTransform * mesh.vertices[i];
newMeshNormals[i] = resetTransform * mesh.normals[i];
}
mesh.vertices = newMeshVertices;
mesh.normals = newMeshNormals;
mesh.RecalculateBounds ();
}
}
This should unrotate all models that don't have animation on import.
Farfarer
Eric Chadwick

Finnn
Fabi_G