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About mdouglas

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    Cafe Ronin

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Cinema 4D Information

  • C4D Version
    R18.048 Studio

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  1. Hi there, I've got RSMB V5 (from 2017). Are there any meaningful benefits to upgrading to V6 at this point? Does it work any better? From the release notes (https://revisionfx.com/products/rsmb/after-effects/release-notes/), there seem to be no real changes for generating straight-forward motion blur using Motion Vectors. Thanks!
  2. Wow - thanks so much @southpaw! I really appreciate that. I'll check out both of those solutions. So how were you able to actually bake the animation? I searched around but wasn't able to find out how to do that. Much appreciated!
  3. Hi there, I'm trying to get some animation from a scene with dynamics into AE. I have a cube cropping down and dangling from a string, which is using dynamics (it's kind of like a gift tag). What I'm trying to do is to have the cube replaced with different images in After Effects, so that I can re-use the rendered string several times, but have full control over the cube in AE (then I can rotate it, swap it out, etc). I got the method from Eyedesyn's excellent tutorial (youtu.be/gYtPa43ttUM). It worked great, except the string wasn't keeping up with the cube, so under Project Settings / Dynamics / Cache, I hit Bake, which solved that. I tried adding an External Compositing Tag to the cube, which has its anchor point at the top centre. But it doesn't give me any animation when I pull the C4D file into AE and extract 3D data. The solid in AE just sits there. Any idea how to transfer the animation of the cube dropping, bouncing around, rotating, etc into AE? I've tried baking the different objects with no luck. Is there a way to bake the position/rotation of that cube to keyframes and bring it into AE? Something with PLA? I'm not really familiar with any of that. Here's what the animation looks like: https://www.dropbox.com/s/rnc4y1vc9kwsi8o/Dangling string-v001.mp4?dl=0 Thanks very much!
  4. Thanks Deck! Good tips. I'll give those a shot. It does seem to be working better in different shots (not giving me troubles).
  5. Hi there, I want to color shift some renders in After Effects using object buffers that I've rendered. I only want to affect certain areas of the render, which is why I'm using the buffers. But it's giving me some haloing around the area I'm correcting. You can see this on the attached image. The cyan bits used to be orange. How do I get around this? I've used the object buffers several different ways, but I get the same effect. I've used them as a Luma matte for an Adjustment Layer. I've also pre-comped them, gotten an alpha via Set Matte (Luminance), and used that pre-comp as an Adjustment layer. I've also tried choking in and out using Simple Choker, but it is still there. How do I fix this? Thanks!
  6. Hi there, I've created a Minecraft-style animation with an Isometric camera and was hoping to add depth of field to it. I always struggle with DOF and can't seem to get any results at all. Does Cinema even let you use DOF with an Isometric camera? Given that the Isometric camera is a bit odd I'm wondering if it does - I've moved the camera around and if you check out the attached screenshot, it currently doesn't even have my models in front of it (check out the Right viewport). I can also bury the camera right in the middle of the geo and get basically the same view, so I'm wondering if the camera's positioning even matters? I've enabled Physical render and turned on DOF in the render settings. I adjusted the focus distance and even tried using a Focus Object, I also turned on DOF Map Front and Rear Blurs and played with those settings. I also tried a Depth pass render which just turned out white. Any ideas would be greatly appreciated! Cheers.
  7. Hi again, I found the problem. I had constrained the thigh (top chain in the IK leg rig) to a null for the waist that I was moving up and down. I removed that constraint and did that differently and the problem is now fixed. Lots to learn still, though!
  8. Hi there, I've just rigged and animated my first character in C4D. It seems to all be working fine in the viewport, but when I render it, it's all messed up. I created a simple IK rig for the legs and constrained the leg geo to the bones (Character Tags > Constraint). I selected Parent and dragged the bone into the Target field. Not sure if this is how I should be doing it or not, but it seemed to work working - at least in the viewport. I have some other simple rigged bits, but the legs are the only parts that use joints and IK. Am I missing something? Should I be constraining the leg geo in some other way? Maybe just make the leg geo children of the bones/joints? Or can I bake the contraints? I tried baking it, but it only baked the keyframed pieces (the leg geo has no keyframes). I've attached a render of the walk cycle, plus a screen capture from the viewport for comparison. You'll see that my feet bones are flopping around as I didn't know how to fix that, but that doesn't matter (I think), as overall it is animating how I want it to. Thanks in advance! Walk_cycle-2_versions.mp4
  9. @Vizn @Cerbera So cleaning up my cubes fixed up the glitching - even with High Quality checked. It has no glitching at all. I initially removed the sides of the cubes entirely, but then they didn't fill in properly. So these all have straight sides that line up nicely. I have one row of 11 joined cubes in a cloner and it's working great. Afterwards, I decided I didn't like the clean leading edge, so I made a cap to fit overtop of it which I may use. Thanks again for your help. Here's a Dropbox link to a QT showing both versions - it doesn't want to let me attach a file. https://www.dropbox.com/s/x09c0jjdpzpn0o3/Isometric_test-new.mp4?dl=0
  10. @Vizn - thanks. I'll re-jig the cubes and see if that helps! Cheers.
  11. @Vizn good tips on the model - thanks. How would you see an animated displacement map working? Do you mean for the masking?
  12. OK, thanks @Vizn and @Cerbera The wall idea sounds interesting. I had wondered about that. It would need to change shape depending on what was intersecting it, though, but it could work - unless there would be a way to have it modify itself automatically? But then we're likely back to Booleans again. It might not be ideal if I stick to those beveled cubes (unless I don't worry about the fiddly details too much). Cheers!
  13. Great - thanks for the response. I've attached my file. It's basically just a series of cloners with cubes inside booleans. This may not be how I make it in the end, as I'll need more control over where the cubes are - I just did this as a rough test. I may end up starting with cloners then making them editable. Right now each level is separate (the "floor" is in its own cloner/boolean, the cubes on each side are also separate). I'm open to making it in any way that works, though. The goal is to have each side look like a different genre of game with different terrain, and it will flip over 2-3 times. Thanks! Isometric gamecube test-v001.c4d
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