I think I've caught them all but I'm going to go back and double check. Between Fusion and Motion, your output has really been remarkable. Many thanks, Simon.
Awesome work Simon! Your tutorials are absolutely the best with high detail, and I greatly appreciate all the time and energy you put into making these videos. Hopefully in the foreseeable future your videos get the attention that they deserve from the UA-cam algorithm.
Thank you, as a subscriber, I've legitimately been looking out for your Fusion tutorials. I've seen some for apple motion but I had no idea you'd done any Fusion this year, let alone nearly 20... Looks like I have some catching up to do. The quality of information and presentation really is top of the heap, thank you!
Merci. Please keep them coming. One request if possible for Fusion. How would you animate waves of an ocean, for example with fast noise and displacement in 3D and than have something like a 3D box or imported 3D model respond to waves going up and down as the waves keep moving? Thanks.
@@SimonUbsdell Would greatly appropriate that. I haven't been able to find any elegant solutions other than manual tweaking, but I'm sure someone with your deepr understanding of math than me could find something that is usable for workflow. Much appreciate it.
As so often, the answer lies in the Custom Vertex tool - the trick is getting the displacement noise to drive the vertical position of the boat. I've got the basic concept working - but it might be harder to get a perfect result than I realise! I'll keep you posted.
@@SimonUbsdell Thank you. My math is as my Chinese, really bad. So I'm completely out of my depth with these types of tools. So I appreciate your expertise in this. Thank you.
Here's my rough test which I think is working correctly: drive.google.com/file/d/154E0w192A2gErOTYTVZflEuD4BtjU_p1/view?usp=sharing (Obviously because I am sampling just a single pixel the vertical position of the boat is somewhat exaggerated, which is why the blur might be useful in order to average the sampled area. One could say that increasing the blur makes the boat heavier in the water!)
I think I've caught them all but I'm going to go back and double check. Between Fusion and Motion, your output has really been remarkable. Many thanks, Simon.
Love all Tutorials thank you for all the effort
Awesome work Simon! Your tutorials are absolutely the best with high detail, and I greatly appreciate all the time and energy you put into making these videos. Hopefully in the foreseeable future your videos get the attention that they deserve from the UA-cam algorithm.
Thank you!
HooraY! Glad to know there is stuff I've missed! Twenty Fusion tutorials... a lot of work that helps us all. Thanks.
When I'm "Jonesing" for your tuts, I just go to your page and follow from there. Thanks for your determination in keeping these coming.
Thank you, as a subscriber, I've legitimately been looking out for your Fusion tutorials. I've seen some for apple motion but I had no idea you'd done any Fusion this year, let alone nearly 20... Looks like I have some catching up to do. The quality of information and presentation really is top of the heap, thank you!
Strange indeed. I got served this video but definitely missed some of the others even though subscribed. Will be catching up.
THANK YOUUUUUUUUUU
😊👍
Merci. Please keep them coming. One request if possible for Fusion. How would you animate waves of an ocean, for example with fast noise and displacement in 3D and than have something like a 3D box or imported 3D model respond to waves going up and down as the waves keep moving? Thanks.
That's a really interesting question ... and I think I have an interesting answer. I just now need to work out all the mechanics of it.
@@SimonUbsdell Would greatly appropriate that. I haven't been able to find any elegant solutions other than manual tweaking, but I'm sure someone with your deepr understanding of math than me could find something that is usable for workflow. Much appreciate it.
As so often, the answer lies in the Custom Vertex tool - the trick is getting the displacement noise to drive the vertical position of the boat. I've got the basic concept working - but it might be harder to get a perfect result than I realise! I'll keep you posted.
@@SimonUbsdell Thank you. My math is as my Chinese, really bad. So I'm completely out of my depth with these types of tools. So I appreciate your expertise in this. Thank you.
Here's my rough test which I think is working correctly: drive.google.com/file/d/154E0w192A2gErOTYTVZflEuD4BtjU_p1/view?usp=sharing
(Obviously because I am sampling just a single pixel the vertical position of the boat is somewhat exaggerated, which is why the blur might be useful in order to average the sampled area. One could say that increasing the blur makes the boat heavier in the water!)