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  • bodypaint

    Posted by Dan Roth on December 30, 2008 at 6:29 pm

    i created a lego piece, gave it a red Danel Shader material, and i now want to write some text on the side of the piece. I went into bodypaint, wrote the text, but it lost my red Danel material. The object now has two material tags (one new grey material with the text, and one red Danel material) but i cant get them both to work at the same time. I can only view one or the other. I tried moving their order around but that didnt help.
    What am i missing?
    Dan Roth

    Brian Jones replied 17 years, 4 months ago 2 Members · 7 Replies
  • 7 Replies
  • Brian Jones

    December 30, 2008 at 6:37 pm

    your BodyPaint texture needs an alpha channel (same/inverted as the text) so you can see through the non-text parts to the Danel

  • Dan Roth

    December 30, 2008 at 11:07 pm

    thanks brian.
    Why is it that when i just have the lego piece and a floor object (with composite tag and composite background checked) without any light, the scene is lit perfectly. The floor is pure white. the lego is red (besides red color, it also has red luminance). everything is great. then when i add a light object with shadow caster chekced, everything gets messed up. all i want the light object to do is to cast a soft shadow on the floor to add realism. i dont need any light from it. yet as soon as i add it the lego gets darker – EVEN THOUGH I HAVE CHECKED SHADOW CASTER, which i thought is meant to make the light not cast any light, other than create a shadow.
    Can you shed any light?!
    Dan

  • Brian Jones

    December 30, 2008 at 11:48 pm

    before you added a light the scene was lit by the Default Light (which you can move but is by default a bit left of where the ‘camera’ is). Once you add any light even a Shadow Caster the default light turns off (unless you check No Illumination in the General tab and let’s not go there since with no illumination it can’t cast a shadow – it’s for making visible lights that don’t mess with the lighting amongst other things).
    So, if you want a shadow you are going to have put in another light to replace what the Default light was doing.

  • Dan Roth

    December 31, 2008 at 3:48 pm

    i now have eight pieces of lego, each with a dynamics tag and within one big solver object. how do i get each piece of lego to drop at a different point in time. i tried keyframing their masses to all be set to zero at the start of the timeline and then one by one change to 100, but for some reason that didnt work.
    What should my workflow be?
    Dan

  • Brian Jones

    December 31, 2008 at 8:30 pm

    in spite of the fact it can be keyframed you can’t (to my knowledge) animate Mass, it uses only the value given in the first frame. You can animate Drag though. So add a drag object for each lego make it cubical with no falloff and use Linear or Axial with the strength set to ‘enough’ to stop motion – if you set it too high the lego will just disappear since this is not real drag and if set high enough it will actually move the still object

  • Dan Roth

    January 1, 2009 at 10:51 pm

    Thanks yet again! That worked. But it took me a long time to find the right drag number. (It was 3500 in the end). Is there a quick method to finding what the “right” drag number will be? And why isnt it just the inverse of the gravity number?
    It also took me a long time to set each cubical drag object up to be at the same location as the lego piece. Is there a quicker way to setting each drag box to be at the same location as its lego piece, other than cutting and pasting the X,Y, and Z positions.
    The whole process was so tedious. I dont think i would have done it had i known it was going to take so long!
    Dan

  • Brian Jones

    January 2, 2009 at 12:15 am

    Gravity and Friction are fundamentally different forces so the numbers won’t be the same.
    The quicker way to move one object to another’s place is to use Functions/Transfer. Select the object you want to move, activate the tool, then either drag the object to Transfer To into that named slot in the AM or more easily, if the scene is not too crowded, just click on the object to transfer to in the editor.

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