Adam Trachtenberg
Forum Replies Created
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I think maybe the cloth tag is still controlling the mesh welding, so if you delete the tag the points are still moving the correct fashion but the program has no way of knowing where the tearing should occur.
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They do essentially the same thing but the bake texture tag has many more options. The bake object function may not do what you need if you have more complex materials or want to split the output into different layers. For example, I don’t think the bake object function works if you have materials with alpha channels.
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No, length of the timeline has no effect on speed. Are you seeing the speed difference in the viewport or in rendered output? If it’s in the viewport it’s probably just due to different cpu/gpu load. You can eliminate that effect by allowing Cinema to skip frames to maintain accurate fps.
If it’s a difference in rendered output then you probably have different fps settings between the two scenes (set in both project settings and render settings).
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You’ll need Sketch & Toon for this. You can apply different line styles (or no lines) with Sketch style tags.
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Use camera projection for the texture and animate with a different camera (not the one that’s projecting the texture).
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Adam Trachtenberg
March 27, 2014 at 11:21 pm in reply to: In a new project – how shall I think about rendersettings and export …You have to set the output size and framerate in render settings, which it sounds like you’ve already done, and you also have to set the fps to match in Edit>Project Settings. That’s about it.
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Okay, a couple issues. First, it looks like you’re applying the time track to the dynamic tag’s pressure animation track rather than applying it to baked PLA data. That’s certainly something you can do, but I think it’s a lot harder to predict the results that way than it is if you bake the dynamics to PLA keyframes first and then adjust the PLA timing.
Second, your time track slants up and then slopes down for a bit before sloping back up. Not sure if you realize it, but when a time track slopes down it will actually cause the animation to run in reverse.
Your file is a little hard to parse because of all the display tags, but if I was you I’d first bake the dynamics tags (use bake all) in the tag’s cache tab, then the bake function in the timeline. Then I’d bake the cloth tags to PLA (don’t have to cache first). Then I would delete all the cloth and dynamics tags and apply a single time track to all the baked geometry.
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The method Tim used is working fine here in R15 but it does seem that you can’t animate the cache scale parameter. As Tim suggests, you can use a time track on the backed animation if you want to vary the speed.
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For dynamics tags you don’t have to copy them to all the children; you can place all the objects in a null, put the tag on a null, and then select “apply tag to children” in the tag’s collision tab.
But for general use, you can group your objects under a null, put the tag on the null, then right-click on the tag and select “copy tag to children” from the pop-up menu.