Forum Replies Created

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  • Adam Trachtenberg

    April 11, 2014 at 11:42 pm in reply to: Character Animation FBX

    I’m not familiar with those solutions, but you might want to keep an eye on this space: https://forums.cgsociety.org/showthread.php?f=47&t=1143577&highlight=arndt+motion+capture

  • Adam Trachtenberg

    April 11, 2014 at 2:55 am in reply to: FYI: X-Particles Pro sale

    Not affiliated with them either, but I own the plugin and recommend it wholeheartedly.

  • Regarding the cloner, it’s important to understand that Cinema executes operations sequentially based in part on the order of objects in the Object Manager. If your cloner is above the geometry in the Object Manager then it won’t receive the information that the points have moved because the OM is evaluated from top to botoom. When you move the cloner below the geometry that it’s referencing in the Object Manager the clones should move properly.

    As far as the points jumping back to rest position when you go to edit them, you need to activate “deformed editing” in the viewport>configuration>display settings. This works fine for point selection but be aware that points will move in a peculiar fashion if you try to edit them in a deformed state.

  • Adam Trachtenberg

    April 10, 2014 at 12:44 pm in reply to: how to continue after repeat

    It works in your case because you’re animating on two separate tracks (rotation and translation). Try animating additional rotation on the continuous track and see what happens.

  • Adam Trachtenberg

    April 10, 2014 at 3:59 am in reply to: how to continue after repeat

    I don’t think it’s possible using the track>repeat function as the repeat applies to the whole track, including any new keyframes.

    What I would do instead is select the keys you want to repeat and Ctrl + Drag them to copy and make the loop that way.

    Another option would be to duplicate your object(s) at the last frame of the animation and delete the keyframes on the duplicate. Then swap visibility at the end of the repeat and keyframe the second object(s) thereafter.

  • Adam Trachtenberg

    April 9, 2014 at 8:07 pm in reply to: XPresso Random Text Generator

    Yeah, there does seem to be a problem getting standard particles to put out a constant stream.

    I would do it this way instead: 7346_datastreamamt.c4d.zip

    The cloner is making a long line of random 1s and 0s. The Time effector is causing the line to move in the X direction. The Plane Effector has an inverted box falloff. It’s set to scale clones to -1 which makes them invisible, so the only clones you see are the ones passing through the falloff box (because falloff is inverted).

    You can control the speed of the stream by adjusting the Time effector’s Parameter>Position>X value. I’ve created a HUD control for that.

  • Adam Trachtenberg

    April 9, 2014 at 5:47 pm in reply to: XPresso Random Text Generator

    Wouldn’t it be a lot easier to use mograph? Just drop a one and zero object in the cloner, set the clones parameter to random, and then clone onto a particle stream or animate the number of clones in linear mode.

  • Adam Trachtenberg

    April 6, 2014 at 4:20 am in reply to: 70’s “Zoom” 3D type effect

    Your link isn’t working.

  • Adam Trachtenberg

    April 2, 2014 at 3:42 pm in reply to: Ram in a RenderFarm

    Each computer or blade needs RAM. How much depends on the type of rendering you do. 16GB should be sufficient for most purposes.

    But before you make the leap … what version of Cinema do you have? Keep in mind that Maxon eliminated NET Render with R15. They added Team Render in its place, but many users aren’t happy with it as it doesn’t have the same management functions as NET.

  • Adam Trachtenberg

    April 2, 2014 at 3:40 pm in reply to: doing dynamics follow a path

    It’s possible to mix mograph or thinking particles with physical simulation, but the more you blend out the simulation the less it looks like a simulation. Best bet might be to build a trough or tube to guide the cube and then make it invisible to the render engine.

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