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southpaw

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Everything posted by southpaw

  1. Hi Hrvoje, I've attached a scene file, less clones (for speed) but same set-up. If you export a single frame for testing, it's best to export from frame 100 onwards. The hierachy is maintaned in the alembic file only if I put the cloned spline into sweep nurbs and add a profile spline. Otherwise only the clones in the first cloner appear in the alembic. The rest appear as Null objects. Thank you for your time Nested Cloner to Alembic-00.c4d
  2. I'm trying to export a mograph animation as Alemic. I've attached a screen shot of the scene. I've cloned an animated spline using multiple cloners, but when I export, the nested cloners appear as Nulls without the splines in the Alembic file. NOTE: If I drop the spline into a sweep nurbs, it works, but was hoping to eport ONLY the spline animation to keep the scene fast, and export times, down. Any would be much appreciated.
  3. @Jops I've definitely learnt more about the memory node thanks to this thread, I was aware if it, but didn't really undertand how to use it.
  4. Really clever stuff jed Thanks for sharing.
  5. Here's a variation using the Time Offset feature of the Step Effector, as with Jops' example, you can adjust the spacing in the Step Effector's position parameters. But this version uses the Time Offset function as a delay. Step Effector-Time Offset.c4d
  6. I think it's the Memory node but I can't be sure. You can the moInstance object from the Mograph menu to create these effects. The docementation expains quite well how to use it, but basically you would select the text object, then add the moInstance object and animate that.
  7. OK, I've tried a slightly differnet approach. Disks and spline are in two seprarate clone objects. The Disks use a Rail spline to set the their rotation. The cloners both set to Object Mode and clone onto two seprate Cirlce splines. Some Xpresso sets up the rest. Scene file is attached. Flower_0002.c4d
  8. Try selecting your Cloner, then adding a Target Effector, pull the Target Effector around the viewport and the Clones should rotate to face it.
  9. Fantastic work, love the facial expresssions. Thanks for sharing
  10. A test piece for a faux title sequence, re-adapted from a previous commercial project produced for ITV (UK based TV channel). Produced mostly in C4D, the rotations of the planets were calculated via xpresso, I found the orbit times foreach planet on Wikipedia, then set up the expressions for each planet's orbit time. (A collegue helped me with the math). Finally the animation was exported as Alembic, then shaded and rendered with Blender/Cylces, composited in AfterEffects. Just a bit of fun really, trying to explore a workflow between C4D/Blender.
  11. If you go over a second it starts to become difficult to see the effect. At 30 seconds you won't see anything. Make sure you are using the 'Render to Picture Viewer' command, Shortcut SHIFT R, not the preview render Ctrl R. Scene file and render at 1 second Shutter speed attached for you, used Physical Render, nothing other than the Shutter Speed was chaned in the scene file I've attached. Sprinkler Rig 2.c4d
  12. Hi, You need to reduce the shutter speed of your camera in the Attributes Manager, and you need to make an actual render (Render to Picture Viewer), preview renders don't display motion Blur. In the attached screen shot, I set the Shutter Speed to 1 second.
  13. I like Cycles4D, but when using the CPU it can be pretty slow. I don't think you'll see much speed increase over Physical render if your using a mac, unless you have a high core count, but you will definitely be able to reach a more photo real looks with the right settings and shaders. Best to download a demo if possible and play around to see if it suits your workflow. If you want fast rendering, GPU is the currenty the best option, or a machine with a high core count. I've found the realtime viewport a big help in giving a quick indication of how things will
  14. There's a few ways to do it, but the attached scene file should help you get started. If you want to change the thickness of the line, change the parameters of the Rectangle spline in the Object Manager. If you want more control over the thickness, slect the sweep object in the Object Manager and play with the scale and rotation parameters in the Attributes Manager. To find out what something does, you can right click on most objects (including the interface elements) and select Show Help. Colour Lines.c4d
  15. It's an interesting question, as Fastbeen mentions, alot of depends on your client base or the studio your working at. I often to listen to similar debates on a youtube channel called 'artcafe', hosted by Maciej Kuciara, a concept artist whom has worked on numerous hollywood productions. His argument often talks about kit bashing (painting over photo reference) in concept art, and wether or not that is cheating. (Not the main focus of his channel but often comes up in conversation with the guest artist). He states that, as long as you have an understanding of the
  16. That partly explains the mess I got into, aside from my crappy Xpresso setup. Thanks again for the explanations.
  17. Ah thank you @jed, I knew there was a way to interate througth the spline points, but I've always found iteration in Xpresso a little confusing. I didn't understand that I needed to re-use the spline object & point nodes in order get the count and then use the index, so your file is a great help in understamding this. Thanks again for you help
  18. I have a rough working solution using a condition node, new scene file is attached. But this means I still need to enter the spline index values manually into the condition node. Which is fine for 2 or 3 but i'm looking for a more automated solution. There should be a way to do it using the iteration node to loop though the spline index points, and check which are even or odd, then set the position of say the even point indices to that of a null. If anyine has any ideas, please let me know. Xpresso controlled Spline Points 001.c4d
  19. I have a six point spline, and i'm reying to set every Nth point to match a null object. So for instance, set points 0,2, and 4 to the position of a Null. I've tried using iteratiing through the spline points, and using the Modulo node to select every other spline point, but am unable to set the Xpresso up correcly. I've added a scene file, and and image for reference. Any help would be much appreciated. EDIT: After some research, I think it I should be using something along the lines of a Compare Node to evaluate the MODULO of Spline Point Count/2
  20. The alpha that's built into your original png render may be the problem. You might need to render a separate alpha, as a black and white image sequence, then add that to the Alpha section of the C4D material.
  21. From what i can gather in the documentation, you can only use the polygn node to find the index and postion of a polygon, but you can't set the position of it. The Point Node gives you a point position as an input. So you could set the position of 3-4 points to match another object such as a null, and this would move the polygon when you move the null. Found this tutorial, it uses a point node to set the postion of a polygon by using the Cluster tag from the Character menu. of the
  22. You could try saving a polygon selection, you could access that through xpresso, and from there, you might be able to set the position or matrix of the of the poligons. Alternatively, wouldn't the pose morph the pose morph be easier? You could store the polygon postions in a number of pose morphs, and animate them.
  23. The only thing I can think of is that things like Bloom and glows are usually a post effect in the 3D renderers I've used, and this may be what's causing the loss of data. The best solution I can think of would be to add blooms/glows etc in AE, and render an Alpha from there. Then re-imort the rendered alpha for use as a luma matte.
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