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spiralstair last won the day on June 18

spiralstair had the most liked content!

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  1. Hi im pulling out the little hair I have left trying to figure out which of the camera callibration tools to use and how to get the best solve. i have a source video clip, which shows an interior space with lots of useful strong architectural lines to map onto. the clip starts with a camera pan and then finishes on a still frame. My aim aim is two fold: 1) to track the material so that objects can be added into the interior space during the pan. I have solved this pretty well with camera mapper, although the scale of the camera/objects seems completely arbitrary. 2) to accurately block out the main architectural surfaces for the final (still) shot, as the stage for some dynamics collisions. The architectural modelling doesn't need to be too complex but the scale used is important as the dynamics require real world scale. on top of that the original footage was shot on a half decent canon l series lens (24mm) and i suspect there is a little bit of lens distortion going on, but when I have tried to correct this and then add it to camera callibrator the solves seem to be a bit odd and eventually off centre. So my questions here are A) can the motion camera be used instead of camera calibrator? Since the interface is far less annoying? Or or should I try and combine both methods? b) if So, with calibrator are there any rules to know about how near or far from camera lines should be set. as it happens the scene is almost square on to an architectural facade meaning there is almost no reliable z depth lines to follow. So far, I have had to solve z-depth indirectly and it leads me to weird results. i have followed the digital meat tutorial on this and watched a couple of others, but still haven't managed to create a reliable camera solve. any tips would be extremely helpful for my sanity. many many thanks p Edit - I am using a video clip for the motion camera and a still made of the last frame of this for callibrator
  2. spiralstair

    setup animated hierarchy (xpresso?)

    @jed you are incredible. Thank you. That's perfect.
  3. spiralstair

    setup animated hierarchy (xpresso?)

    @jed you are a legend, thank you so much. May I also ask, is there any xpresso commands which can be used to add variable shake to these controllers? For example Main dolly Z moves constantly with linear keyframing but there is slight speed variation to add slight imperfections into the movement. I often use the motion cam controls for cameras and wonder if there is a way to add something similar to motion of objects?
  4. Hi all I have built a model of a camera dolly, which I cannot unfortunately share or show an image of and so instead I have made a basic block model rig and attached it here. My question is how to best setup the scene to allow for easy animation of the different layers of the hierarchy? Would it help to use Xpresso? If this is the case can anyone please help me setup (at least one of the controls in xpresso) because Xpresso confuses me. The model is setup with a hierarchy, the same as in the attached file. The base is parent to the drum, and then to the arm and so on. I would like to be able to control the timings of each of these pivots - without having to dive into many strands of the timeline and keyframe them individually. A typical movement would involve the entire rig moving along the track, the drum moving up and then the arm and camera all pivoting. Thanks in advance P CAMERA_DOLLY_RIG.c4d
  5. spiralstair

    crowds in c4d?

    Hi All I am looking at the feasibility of making a crowd animation using 4 or 5 different animated characters as the basis for a group. Basic question - is there any way to offset animation times with cloners in c4d? I am going to look into working with houdini as an alternative, although my original animations are in c4d - of course I can export alembic, but i don;t think this would get the most out of a procedural workflow. So, back to c4d - any tips on how to approach this in ways that involve cloners and difference? Thank you
  6. spiralstair

    Deleting clones/octane scatter

    There is a really excellent explanation of how to do it here
  7. Thanks @ion do you know if it's possible to work this way with render instances?
  8. Hello, I am a bit stuck with understanding the hierarchy of V fracture with cloners and dynamics. 1. Could someone please look at this file and explain why my cubes are not breaking on impact? 2. looking further - I would like to break lots of objects (if possible) which start from an initial collision and have a knock on effect. All of the objects to be fractured are identical - in the previz I have been using multiple layers of render instances - I am trying here with a cloner to see if this helps things - if it works I would use a random effector to alter rotation and position on x and y of objects slightly. Is it possible or sensible to use V fracture with 100s of cloned objects as render instances? I am trying to figure out the healthiest scene file size vs render time hit. Happy to cache. alembic is also an option for the output render. Thank you v_fracture.c4d
  9. That kind of noise does look like it's taking place during the image sampling rather than within the scene, roughness alone would have a more stable - less buzzy effect. Certainly raising AA is the first step
  10. Physically Based Rendering from Theory to Implementation V3 is now available for free online: http://www.pbr-book.org/
  11. spiralstair

    zigzag spline

    @HSrdelic - could you please help a little more? My reason for initially asking for the triangle formula was to make a scalable corridor space with zigzag walls I have produced this file using a sweep with your tracer - however I would like to animate the corridor extending/contracting - and I am using the *matrix count* float as a controller for this. However the y position of the tracer (and therefore the sweep) changes on odds and even numbers of this control. Do you know if there is a way to stabilise this? Thank you triangle corridor.c4d
  12. spiralstair

    zigzag spline

    yikes! This is fantastic thanks @HSrdelic
  13. spiralstair

    zigzag spline

    Thanks Dan
  14. spiralstair

    zigzag spline

    Hello Is there a way to procedurally create a zigzag spline (triangle wave)? I have tried the formula spline but I don't really know what I should be dialling in. thanks
  15. spiralstair

    VRay render nodes

    Another thing to add is that ideally all computers used with vray dr should be the same cpu power/model. Particularly if you are doing animations. This is because the nodes are attributed render buckets randomly and Sod's law says that the slower node will be given the buckets with glass objects - and if so the entire fleet of nodes will be resting idle until the slowest machine has finished. For stills this is obvs less of a problem