What's new?    |    E-Mail    |    Plugin search:   All versions?

237 records match your query.
Displaying 10 entries per page.

Sort results by: Author  ¦  Name  ¦  Date

...Top
Author / WWW Name / Download Plugin Type
Vu Nguyen MCG Renderable Points v1.00
3 KB
MCG
Compiled / Description
22.10.2017

This MCG modifier makes vertices renderable, similar to the way Renderable Spline works.
...Top
Author / WWW Name / Download Plugin Type
Vu Nguyen MCG BPM Visualiser v1.0
3 KB
MCG
Compiled / Description
01.03.2016

This MCG modifier is to help animators visualising BPM (beats per minute). It can be applied to any mesh object (or splines) and works independent of the frame rate, ie. NTSC, PAL, etc.
...Top
Author / WWW Name / Download Plugin Type
Vu Nguyen MCG Stickman v1.0
16.4 KB
MCG
Compiled / Description
03.01.2016

A simple MCG object for creating a stickman out of splines.
...Top
Author / WWW Name / Download Plugin Type
Vu Nguyen MCG Explode Elements v1.0
7.7 KB
MCG
Compiled / Description
13.12.2015

This MCG modifier explodes the elements of your objects apart. Not as a dynamic explosion, it simply moves them apart.
...Top
Author / WWW Name / Download Plugin Type
Vu Nguyen MCG RandomRotateMeshes v1.02.00
2 KB
MCG
Compiled / Description
10.07.2015

This MCG compound is for randomly rotating an array of meshes. Normally, randomization only rotates in one direction, so use this compound for true randomization.
...Top
Author / WWW Name / Download Plugin Type
Vu Nguyen MCG BPM Float Controller v1.01
3.5 KB
MCG
Compiled / Description
02.03.2016

This is an MCG controller which gives you a float value controlled by BPM (beats per minute) so you can directly animate objects using the value.
...Top
Author / WWW Name / Download Plugin Type
You can do it! VFX MCG InVolume v1.0
13.4 KB
MCG
Compiled / Description
05.04.2015

So, ever wanted to write your own Volume Select modifier? Well, this is a set of MCG compounds with a sample modifier for that purpose. It gives you two ways to find out if an object is inside another: a 'dummy' approach and a mathematically correct one. Just choose whichever is more suited to the job, both are fast.

<PREV  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24