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esmall

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Posts posted by esmall


  1. isntead of xpresso, try just using a Selection Object.  Select all of your SDS objects, then go to Select > Selection Filter > Create Selection Object.  This creates a null object w an Object tab.  The tab has a list of all your SDS objects that were selected at the time of creation, and a button for "Restore Selection."  You can press the button to get all your object selected, then in the Basic tab, check/uncheck Enable.

     

    Alternatively, clicking the closed eyeball in the upper right of the obj mgr will open a window that lets you select objects, tags, layers, etc.  Here you could right click the SDS object, and choose Select All, and perform the same enable/disable function as in the previous paragraph.

     

    Eric


  2. I'd try using a linear cloner of cubes touching edge to edge and apply a transparent material with refraction.  Then I'd fiddle with the Fillet radius of the cube, and the refraction value of the material.  see attached (the camera mapped image of an apple is NOT mine, it is used for reference, and was located using google image search).

     

    hope this helps.

    001511184.jpg

    reededGlass.c4d


  3. The surface deformer calculates based on the object's UV layout.  Your object's UV's are not properly laid out.

     

    To get the MoText to project, you'll have to either current state to object (to polygonal object), or do each letter separate.  Since MoText is procedural, it does not have UVs.  Because of this, I believe each letter is assigned the same UV space, so it will project, but all the letters are stack on top of each other.

     

    Looks like you are using 17.  I saved this in 19.  In case you can't open, I took a screen shot of the UVs and a screen shot of the viewport. 

     

    Hope this helps

    project_test_UVs.c4d

    Screen Shot 2018-09-27 at 11.27.53 AM.png

    Screen Shot 2018-09-27 at 11.28.41 AM.png

    Screen Shot 2018-09-27 at 11.32.41 AM.png


  4. On 9/17/2018 at 6:14 PM, westbam said:

    Just did a quick test with a rotating cube, if you are in Animation mode (button top left, click the Arrow for model mode to see it) I could change the Axis with Mesh -> Axis center.

     

     

    the potential issue with doing that is if your cube's position is animated, the cube's axis will still remain animated in that location, but the actual cube's location may differ.

     

    See attached: the axis of both cubes are animated in the same location, but the cube's are in different places.

    axisLocation.c4d


  5. It's hard to tell without a test file, or knowing what you're animating (figure? object? complicated? simple?), but most likely, no.  Animated properties such as Position, Scale, or Rotation (PSR) is oriented on the object's axis.  Changing the axis would result in altering the animation.

     

    One possible solution would be to create a null object, and set a keyframe in all  PSR properties you have animated.  In the timeline, copy the keyframes from the original object, and paste them to the null object (this copy/paste is done in the timeline's Edit menu).  Now delete the keyframes from the original object, put the original object as a child of the null that just received the pasted keyframes.  From there, you'll have the ability to adjust the original object's axis, tweak its position, etc. 

     

    See the attached c4d file.

    animationTransferred.c4d


  6. It's hard to tell without a scene file, or seeing an image of what you're trying to model (it looks like a flange?  Or cap of sorts?)  But looking at your axis, it appears that your cloner is not in the center, or hub, from where you want the cloned objects evenly spaced.  Try using a Radial Cloner centered at the middle of the circle (see screenshot with blue arrow), and adjust the start/end angle of the radial cloner.

    Screen Shot 2018-09-04 at 7.29.03 AM.png

    Screen Shot 2018-09-04 at 7.31.19 AM.png

    Screen Shot 2018-09-04 at 7.31.11 AM.png


  7. Echoing Ninjad's assessment of Lens Blur, it is a hotmess.  If you really need it, go ahead and use it.  Another downfall of it, it is a single core effect.  This means your entire comp will only render w 1 core of your computer, regardless of how many cores you have.  Even if this effect is applied to 10 frames of a 1000 frame render, all 1000 frame will only render w 1 core.

     

    If you can spare the extra money, invest in Frischluft's Lenscare plugin.  It does a GREAT job of applying DoF.  This plugin does a very convincing job of blurring edges of high contrast/large distance objects.

     

    But yes, to get truly accurate blurring, you'd need to apply it in 3d at render time.  Unfortunately, this limits the flexibility in post.  There's always a tradeoff.


  8. if you have it rigged to your liking, you'll want to select all rig components and any mesh you want to make symmetrical, and go to Character > Mirror.  You'll prob need to fiddle w the settings and/or watch some tuts on how to properly use this tool, but this is what you want. 

     

    A symmetry object will duplicate what you have on the other side, so you won't be able to animate each side independently.  Mirror function in the Character menu will duplicate the actual object(s), tag(s), weighting, etc.


  9. Alternative to the Tracer (a mighty fine suggestion) an interesting but little known function in the timeline might help you (if your object is freely keyframed in space):

     

    Select your object in the Dope Sheet (not position track), go to Functions (in timeline menu), and select the command Position Track to Spline.

     

    This will do what its name suggests and make a spline based on the object origin's movement through space.  This would leave you to hand animate (or setup some xpresso) to animate the end/start growth of the sweep nurb.  but hey, at least it'd give you an exact spline based on the object's path through space!


  10. thanks for the confirmation.  I emailed them on Mar 3 regarding the issue, sent files/screenshots, etc.  And I just followed up this morning.

     

    I figure if I continually follow up with MAXON, 1 of the following 2 sayings will become relevant:

    - the squeaky wheel gets the grease

    - the tallest blade of grass gets clipped first

     

    I hope for the former!!


  11. Has anyone experienced this issue and/or found a solution?

     

    In R19, when using any form of multipass, I end up with additional RGB and Alpha passes.  I render as PNG with a straight alpha, therefore I do not need either of these passes.

     

    If rendering a "Regular Image" only, these passes are not generated.  If rendering any additional multipasses, these passes are created, despite not being added as passes.

     

    See attached screenshots: 

    The picture viewer is showing the appropriate passes: Background, Alpha (this is always shown in pic viewer, but never saved as an actual file w PNG images), Object Buffers 1 & 2, and Depth.

     

    In the finder, you can see the actual images generated:

    Background/beauty image, obj buff 1/2, depth, but also there are the unwanted rgb and alpha images.

     

    Am I missing a setting somewhere to disable this pass generation?  Or is this a bug?

     

    This issue is plaguing my entire studio, so it's not just me.  And I have seen posts on other forums asking about solutions. 

     

    I've attached a c4d file that demonstrates this.  Thanks in advance.

    93DC9C-3B9ACA00-1-Screen Shot 2018-03-01 at 10.21.04 AM.png

    93DC9C-3B9ACA00-2-Screen Shot 2018-03-01 at 10.21.23 AM.png

    extraPasses.c4d


  12. I would use a Shader effector, then a material that uses a MoGraph Color Shader.  In the attached file, I made a separate material and used the color shader in the alpha, so I could control colors in separate materials.  But you could just as easily use a single material by defining the base cube color in the cloner itself, and the changing color in the Shader effector's Shading parameter, and put a MoGraph Color Shader in the color channel of the cube's material.

     

    The actual change in color is controlled by the width of the Shader falloff.

    cubeRotateColorChange - mograph.c4d


  13. To echo Cerbera's comment, I would approaching this as a mechanical rig.  Look up some tutorials on this topic (search for robotic rig, mechanical rig, etc.

     

    Another suggestion: go to a hardware store and pickup an actual SOSS hinge in order to appreciate the intricacies of such a hinge.  Being able to put hands on such a piece of hardware will reveal a lot of the fine details.  Or at the very least, find a good video of a hinge in action, and watch it frame by frame, forwards and backwards.

     

    E


  14. sounds like your xpresso setup is using Absolute nodes instead of Relative nodes, to reference the path of the object from which you're trying to create a trail

     

    Question for you:  Why not just use the MoGraph Tracer object, then Sweet the Tracer? 

     

    I think I've seen some Xpresso setups online to create trails from objects' paths, but usually those are done for people who don't have C4D Studio version (lacking MoGraph).

     

    **Edit**

     

    by Sweet the Tracer, of course, I mean, SWEEP the tracer


  15. I've come across a few scenarios where Vector Math would be handy, but I don't know much about the topic.  Must have forgotten that bit of high school trigonometry class!


  16. I was about to type that I was fairly certain this isn't possible.  But, I tried it, and to my surprise, it was possible!  See the attached file.

    Create some User Data, set the data type to Integer, use the interface type Quicktab Radio button. 

    In the Cycle Option text box, enter the values (no bullets in front):

    • 0; Edit
    • 1; Animate

    In xpresso editor, on the Pose Morph Node input, find the Tag Properties > Mode.  Connect this to the User Data output.  Connect as many pose morph tags as you need to the user data. 

    Hope this helps!

    Eric

    PM_EditAnimateToggle.c4d

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