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Jellyfish

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  • First Name
    Matt
  • Last Name
    Coppolaro
  • C4D Ver
    R18.048 Studio
  • Location
    London
  1. I know this is a few weeks old but thought I'd reply in case you hadn't figured it out! Here's personally how I would tackle this: You probably didn't need to roto the house out. I'd have saved out a frame of your original film, opened it in Photoshop, and airbrushed a clean frame of sky and background - you could also add some stock photos of trees and other detail. This your 'clean plate'. You would then save this with the original footage switched off, so you just have an alpha with your new airbrushing and stock images on. It may look a bit weird and messy but that's fine! You then track your background using Mocha, and put your Clean Plate into place. You then have a clean background to integrate your 3D on to!
  2. Cheers guys. I can't use an instance as they all a custom radius animation. I'll check out the Xpresso mentioned above. Thanks!
  3. Hi guys, I have a scene with around 40 circle splines in. Once they are housed in a sweep nurbs, and duplicated in mograph the scene gets super heavy. Can anyone give me a heads up (don't know too much Xpresso) how to have one master heads up display field where I can change the spline settings for the whole project (i.e. drag all splines in to Xpresso, and if they have 'Adaptive' as an interpolation, change the angle from default 5 degrees to something like 50 whilst I animate to speed the scene up, then add that node to the GUI.) I know I can reduce the scene detail in the project settings but splines disappear and I need to see all of them (even just lo res) to animate my cameras. Thanks in advance. Sorry can't post scene as work is under NDA.
  4. Hi Deck, Cheers but I can get it working with keyframed animation, but I had rigged it with time effectors so I wouldn't need keyframes. If you look the splines are in fractures. Not sure if the time effector would work on them. Thanks
  5. Hi guys, I've created radiating circles by dropping a circle spline into a fracture, then using the time effector to procedurally grow it over time. The fracture is then under a sweep to get my lines. I now want to drop the sweep under a cloner and offset the rings so they animate at different intervals. Is this possible? Or does time offset only work with keyframes? Scene file attached. Thanks in advance. RingAnimatioTests.c4d
  6. Brilliant thanks for taking the time to show that! OK that looks great I'll give that a try. Thanks again for your help.
  7. So let's say I have the main character mesh, should all modelled pieces of clothing be a child of that mesh? Then the top level mesh is binded?
  8. Hi everyone, I'm planning to animate a guy who walks into frame, there's a transition and his clothes change, and he walks out. I don't need the clothes to be actual cloth - stylistically it would be better if I modelled them (the character is quite simple). But what's the best way to do this? Basically he starts off with a vest then after the transition he has a suit jacket. I don't really want to create two separate models... but is there a neat way for the jacket and shirt's visibility to be switched on and then accurately deform with the body and joints? Any ideas would be appreciated! Thanks.
  9. A good comping tip is to never use 100% black or white in your backgrounds. Using a 95% of either will give you breathing space for your grade/blend modes :)
  10. Hi guys, I've got a strange issue using Team Render. My files are coming back with ugly black artefacts around the highlights. If I render the same file locally there's no problem! See images below. Never experienced this before! If anyone has any ideas on this that'd be great. Sorry I can't upload the scene file this time as it's client work. Thanks in advance. Should probably mention I'm using standard renderer with best antialiasing settings, lighting is using the GSG daylight rig with a few extra point lights - all soft shadows.

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