Pulldownit nominated for the CG Awards 2015

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Proud to say Pulldownit plugin has been nominated for the CG Awards 2015 in the “best plugin” category.

Each year the  CG awards by 3D World magazine, rewards the  finest art and best tools for animation and VFX.

https://thecgawards.com

You can participate with your vote to choose the winner of each category, If you like Pulldownit plugin, you can support it and vote for it here:

https://thecgawards.com/vote/plug-in/pulldownit-3/

good luck to all the nominees!

Pulldownit update 3.5 with new features

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Pulldownit v 3.5 is available for latest 3d Max 2016 and Maya 2016,  in addition it comes with several fixes and useful new features :

Congruent vertex normals after shattering, removing in this way the visible seams of light reflection between the broken pieces,

UnifyNormals2

Uniform\Local\Radial shatter pattern auto-adjust to selected shards region only, making reshatering more user-friendly while keeping the nice Conform Voronoi reshattering introduced in v 3.0, besides Uniform shatter pattern can be offsetted/squeezed, very handy option when user is interested in destroying only part of a model.

conformVoronoiRegion

Fracturing hi-poly meshes dynamically can be time consuming, user can now force convex shapes on fracture bodies creation to speed up computations of fracture, or to make faster destruction previews.

Transition animation-dynamics is one of the most powerful features of PDI, in this update we extend it so user can animate a group of fragments with motion keys and set it to start in dynamics after being hit or at a desired frame.

There are also other improvements and fixes specific for 3d Max or Maya plugins, here the full list.

New Features:

  • Available for 3d Max and Maya 2016
  • Congruent vertex normals after shattering.
  • Uniform shatter pattern can be offsetted/squeezed
  • Uniform\Local\Radial extend to selected shards región on reshattering
  • Ability to do transition animation-dynamics for group of fragments
  • Force convex shapes option for fracture bodies creation
  • Added DirectX support for viewport 2.0 in Maya( OpenGl was already supported)

Fixes:

  • Fixed slow loading of scenes with PDi data in Maya
  • Fixed concave faces generate incorrect pdi faces in Maya
  • Fixed invalid stresses created between isolated fragments and the rest
  • Fixed clusters outstresses are lost after loading the scene in 3d max
  • Fixed shatter progress bar for several objects in 3d max
  • Fixed cancelling shatter doesnt revert to original node
  • Fixed Shatterit skip some objects when shattering in ortographic view(3d Max)
  • Fixed setting Uniform after local doesnt hide locators in preview mode( Maya)
  • Fixed some values  doesnt update after creating a fracture body(Maya)
  • Fixed advanced fractures lost focus after setting static fragments(Maya)
  • Fixed modify jagginess fails in frame diferent that start frame(Maya)
  • Fixed transition anim-dynamics fails in 2 steps sims
  • Fixed update crackers list when a cracker is deleted by user in viewport
  • Fixed modifying clusterize parameter in frame diferent  than  start frame (3d max)
  • Fixed 3d Max crash after shatter objects with a multi material presenting empty slots

3DArtist #issue 81 best plugins list includes Pulldownit

3DArtist #issue 81 makes a review of best plugins for 3d Max and Maya,  Pulldownit by Thinkinetic is included among best FX plugins for both of them.

This issue features other interesting articles as Modelling a hi-end velociraptor, Rules of animation by Pixar artists and many more,.. worth to chek it!

https://www.imagineshop.co.uk/magazines/3dartist/3d-artist-issue-81.HTML

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PULLDOWNIT used in POLIS Teaser

James Little member of FX team of POLIS film has confirmed Pulldownit plugin was used for the destruction of the combat bot , POLIS teaser is a Vimeo “Staff Pick” and has won several awards,

James kindly explains several details about how this effect was done

Using PDI allowed me to quickly visualize the shot and iterate in a timely manner .  It’s speed and accuracy with collisions is a very powerful feature in pulldownit.

https://vimeo.com/127007943

I actually did the simulation in three stages to get the look and feel I
wanted.  I used PDI’s awesome rbd engine to sim the major armor panels on
the robot as straight rbd’s with no fracturing, as metal isn’t so brittle
that it would shatter at room temperature.
After I got a motion I liked I baked out the geo.  I then selected a bunch
of key pieces inside the droids innards that would create interesting and
unique silhouettes when they are ripped out of the body cavity and set them
up as rbd objects.
I then used the earlier baked sim to be passive colliders to drive the new
PDI sim.  I wanted a richer feel to the effect so you see shapes more like
nut’s bolts, and wires  coming from his insides.
After that step was done, I cached out that sim as well and used the
resulting cached geo as a passive collider yet again to actually fracture
random pieces inside so you get irregular shapes filling up the explosion
cavity and adding overall materia/mass to the effect.

This workflow is very friendly for getting the exact look you want, as you
can preserve the parts of the sim you like and then focus on a single
aspect of the effect at a time to get the desired end result.  It’s also
much easier to sim when only one layer is calculating at a time.

https://vimeo.com/127007944

After the PDI sims were done and cached, I emitted instanced nParticles to
make up the extremely fine particulate material that would not be suitable
for an rbd sim.  I then used the nParticles to emit Maya fluids to create
the dust cloud.

I really enjoyed doing this shot and using PDI really made the task much
easier and manageable.

The Full POLIS teaser

https://vimeo.com/95826676

CICE SCHOOL INCLUDES PULLDOWNIT TRAINING IN HIS VFX COURSES

Thinkinetic and CICE  “La Escuela Profesional de Nuevas Tecnologías”, have signed a collaboration agreement, because of it Pulldownit training is now included in VFX courses by CICE, besides Thinkinetic will perform special workshops and software evaluation tests in the computers and outstanding facilities at CICE.

Carlos Pegar, Product Manager at Thinkinetic met at CICE facilities with Marco Antonio Fernández Doldan, Innovation &  Education Manager at CICE, to sign the agreement.

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Pulldownit by Thinkinetic is an innovative software for realistic simulation of digital destruction available as a plug-in for Autodesk 3D Max and Maya.

CICE is an accredited school offering education programs in VFX, 3D, compositing, NLE and Sound, authorized by most leading software companies from around the world. They are located in Madrid, Spain – one of the most important European cities in terms of production, quality and innovation.

More Info:

http://cice.es/noticia/cice-formacion-oficial-en-animacion-3d-y-vfx/

Deadfall Adventures Cinematic by Televisor uses Pulldownit

Televisor studio and ColorTV created this thrilling intro for Deadfall Adventures, game by Nordic Games, official launch. They confirmed Pulldownit plugin was used in the jungle plane scene:

One of the most spectacular scenes is the plane flying towards the camera. The number of elements we had to generate for this scene was overwhelming. You can see the amount of work that had to be put into this scene on the “making of” material. We used the Pulldownit plug-in http://www.pulldownit.com to crash the trees, which saved us a lot of time and workload.

making of video:

You can read the full case study here:

http://www.cgmeetup.net/home/making-of-deadfall-adventures-cinematic/

Pulldownit update 3.3

Pulldownit updates to v 3.3 fixing several issues of  release 3.0, this update is available in the costumers area, after download it you have to replace the current plugin for the new one.

FIXES for Maya plugin:

Added warning when shattering and active layer is hidden

  •  Fixed local shatter width parameter not working for some models
  •  Fixed preview mode points disappears in close view
  •  Fixed local shatter align fragments on cortners
  •  Fixed animated fracture bodies fails when animated node diferent than original shape
  •  Fixed path based preview points miss the last knot
  •  Fixed objects with pdiRigidBodies attached blocks preview mode
  •  Fixed single pdiRigidBodies arent deleted when shattering in preview mode
  •  Fixed Force fields ignores breakable parameters of clusters
  •  Fixed shatter fails in Maya when objects are grouped
  • Fixed objects pass through grid when scene scale is very large
  • Fixed cannot shatter several objects at once

FIXES for 3DS Max plugin:

Added set object layer for shattering when current layer is hidden

  •  Fixed local shatter width parameter not working for some models
  •  Fixed local shatter align fragments on cortners
  •  Fixed Voronoi modifier not deleted after deleting all pdi entities
  •  Fixed anim fracture bodies fails when animated node diferent than original shape
  •  Fixed path based preview points miss the last knot
  •  Fixed weird dynamics after loading a scene in Max first time playing.
  •  Fixed Force fields ignores breakable parameters of clusters
  •  Fixed Max crash after loading a scene with jagginess applied
  •  Fixed Max crash when hit play buttom from the tool bar and Pulldownit plugin isnt active