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Activity Forums Maxon Cinema 4D Dual mesh

  • Dual mesh

    Posted by Olly Bea on October 1, 2007 at 8:42 am

    Hey

    I’m battling through making a character animation from scratch (I’m fairly new to all this cinema 4d malarkey) and I have created a mesh, boned it out and fixed the bones in the hierarchy, but it seems that when I move any bones the deformation works fine, but it also leaves the original mesh in view (however it doesn’t render out). I was wondering if there was a way to turn it off?

    Any help would be useful

    Olly

    Randy Johnson replied 18 years, 7 months ago 2 Members · 3 Replies
  • 3 Replies
  • Olly Bea

    October 1, 2007 at 3:14 pm

    Actually kinda just worked it out, but if you have a neater way to do it…

    If you set the background solid layer colour to white and change the layer transfer mode to multiply then the effect will be achieved, but I wonder if there is another way to do it?

    Any thoughts?

  • Olly Bea

    October 1, 2007 at 3:16 pm

    Sorry wrong forum, still got the same problem here

  • Randy Johnson

    October 1, 2007 at 4:39 pm

    rigging does not duplicate your mesh so the extra mesh you have must be from another operation.

    In the object manager (top right) there is a set if circles next to each object.
    The top one is to set visibile for viewer on(green) off (red)
    The bottom circle sets visablitly for render.

    /randy

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