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Cerbera last won the day on October 20

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About Cerbera

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  1. I'd check with the studio that made the game. Even if the guy offering the downloads has rebuilt all the models himself (as opposed to wholesale hacking them out of the game) you may still run into copyright issues were you to use them in anything approaching commercial without gaining their written permission first. CBR
  2. Yep, that's not so hard. Give yourself 30 frames or so to work with and make a Null at World Center. Than add a camera pointing down Z, and make a Plane (that will later be your water) that fills its field of view, make it a child of the Null, note the plane's size, and use that value a) to clone 10 or so copies of the null down Z and b) to advance your camera down Z the same amount by the last frame of your animation, so that the view from there matches what it sees on Frame 1 (ultimately you'll remove - ie not render the last frame, so it loops perfectly). Now you can populate your plane with whatever landscapes you like and as long as any elements you add get placed as children of the cloned group null then that should all just work. By cloning around 10 times and using geo placed so that it covers the edges of the frame you can effectively hide the loop point, but in your reference he has done it with an arch, which helpfully obscures the far distance at the crucial time, though as you can see below this is not strictly necessary if you place your landscapes tactically. A Physical Sky won't change unless you tell it to (other than cloud movement in some of the presets, which you can turn off), so that or a straight background Object, or even an HDRI on a Sky should be fine for that bit. The advantage of using a Physical Sky or regular SKY / HDRI combo would be that your reflections on water are correct for free. CBR
  3. I'd lay the logo flat on the 'ground', start with a grid array of leaves just above that, and use dynamics to just drop them all on the logo. Once I was happy with the way that was happening I would set the pile as the initial state in the dynamics tag, and then it would just be a question of adding Wind to blow them in the right direction, and animating it on and off as you need. CBR
  4. I can think of a 'bodge-job' way round the scale thing if that's any help. You need to remove the scale component of the effectors, which you could do by turning off scaling there, and instead having multiple cubes under the cloner, of the sizes you want. Then each one will have a scale factor of 1 as far as MG is concerned, which should mean your subsequent spheres remain the same size when cloned into them. Not being much of a MoGraph Whizz myself I haven't had any great ideas about random seeds, but let's hope our MG guys can suggest something there... CBR
  5. You can solve that with some basic poly modelling - you just need to manually close the surfaces on both sides, matching the segments to the surrounding topology. Your choice to build this with exactly square polygons is a big help here because it means you can use Quantizing to easily extrude surfaces to match your existing segmentation. You need to find out what the size of a single polygon square is (select a single poly and check the scale values in the Coordinates Manager), then set Quantize to match that value from the Modes / Modelling section of the Attributes Manager. Then it's just a case of selecting the right groups of edges and Ctrl-dragging them out (Move tool) to make the inner surfaces. You will also need to Optimize regularly so that all the points get welded to their neighbours properly. CBR
  6. Was just modelling some Gothic Arch Vaults for various tutorials and my own general amusement, and thought I should probably throw a few together and at least make some sort of vaulted corridor render out of the various bits I modelled. Hence this, which I thought was quite nice, if perhaps not quite finished - probably needs more going on or a focal point in the scene (and some better texturing) to finish it off, but posting now in case anyone has any bright ideas about what that could be... This one was... Physical Render, Adaptive / Automatic / 15% /3, 3, 2, GI IC+LM. 45 mins or so. But was playing with Stereoscopy as well, so for any of you that still have the Anaglyph 3D glasses (red / cyan) that came in the box with R14 this one's for you... Being both quite lazy and lacking time, all I really built for this scene was the geo below, which was then cloned about and put next to a wall ! All good fun though, and very enjoyable modellings. Couple of GIF tuts about that over in my GIFTIPS thread for anyone interested... CBR
  7. I have had this on PC occasionally when I have a lot of generators in the scene. Can take up to 3 secs to update new view. CBR
  8. Yes (see Weight Subdivision Surface in manual), but that would be a very long and protracted way of doing it. Just make another Null under your SDS, and put just the objects you want smoothed in there, leaving the original group for unsmoothed stuff. CBR
  9. I've just made a whole load of these for my own personal project ! I did it with simple planes, bend deformers, mograph, aerodynamics, and wind forces. The stages involved are fairly simple, being something similar to the following: 1. Get leaf photos - I literally went outside with a camera and collected 8 'reference' Autumn leaves in various colours and shapes of the season. Maples look most attractive on the whole. Or if you can't be bothered to do that you can find some online. 2. Scan or photo the leaves (on a white background), separate into individual images, then remove the white BG in Photoshop etc and save out as png or any format that supports Alpha. 3. Create a plane for each leaf type in Cinema, and give it 1 segment down the spine, and perhaps 4 or 5 down its length. You don't need any thickness. Then each one of those gets a bend deformer (fix Y length) which allows you quickly set the degree of leaf curl per model. 4. You can load your image into the colour and Alpha channels of the material to get very low poly yet realistic leaves. 5. Next stage is to place those leaves under a cloner, but the mode you choose there will be defined by the initial arrangement of leaves you want in your scene. I started with a Grid Array of them off-camera, and used dynamics, gravity and wind to make them fall and flutter down past the camera. Doesn't have to be a cloner though. An emitter might work better for you if you need to generate a constant stream of them for example... 6. My Rigid Body (leaves pretty much ARE rigid bodies in this context) tag went on the Parent Cloner, but was set to apply to children / Top Level etc so it affects the leaves individually. Then it's just a question of making sure Aerodynamics and 2 Sided are turned on in the Forces section of that tag, and giving it some suitable Lift and Drag (I found you want roughly half as much drag as the Lift value). I then Added a Particle Wind Force, and added it to the list in the Rigid Body tag's Forces Tab, making sure that is set to Include and that the force type is Aerodynamic Wind. 7. Then you just need to experiment with different wind / turbulence parameters to get the type of movement you want. Everything else in your scene that the leaves might have to interact with will need a Collider Tag. I suggest you set friction very high, and bounce very low both on the leaves and the colliders. Also make sure your Dynamic Scale is set to something appropriate relating to the LEAF SIZE in Project settings / Dynamics / Advanced. No good will come of having leaves that are 3 cm long, and then having the default of 100 cm there. I set mine to 10 cm (average length of my leaf objects), which gave much better results. If you want consistently whirling leaves that don't settle much, then I'd also make a large 'container cube' with a collider tag on it so none of the leaves escape the scene area and continue to get blown about without getting blown away ! Put a display tag on that in Lines Mode so you can see what's going on inside it... CBR
  10. That's 2 separate animations faded into each other in a video editor like AFX. The first one looks like a prepped 2D image just scaled and masked in, which is also easiest to do in post. The second setup could be made in Cinema by cloning hexgons / circles onto a larger (hemi)sphere's vertices, and using a Plain or Shader Effector to control the colour. Alternatively you could start with a 2D grid of clones and Use a Wrap Deformer to make them into a half globe. CBR
  11. It got renamed Subdivision Surface somewhere around R13 I think... CBR
  12. You don't have to save the scene though it is a good idea so you have the original to go back to. Put your object under a Hypernurbs (although you may have to make that editable polys once you have done that to maintain FBX compatibility). Or use Subdivide (smooth) command on the original mesh. If you just want make it look smoother without changing geo, then delete any existing Normal Tag, and assign a new Phong tag with a Max Angle of greater than 45 degrees. CBR
  13. Reset PSR after making the object a child of the parent will match Position, Scale and Rotation of that parent, but based on the axes of course, so this may or may not be what you want. If the rotation of the child is already correct I would just CO&D the 2 objects together, double click a polygon on the new bit to select that whole island and then Move / snap it to the nearest vertex on what would have been the 'parent'. CBR
  14. Which version of Cinema is this ? Please update your profile with this information. CBR
  15. Too many characters with the S unless we remove the -ED from Launched, which I just have done CBR

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