Forum Replies Created

Page 104 of 494
  • Adam Trachtenberg

    March 11, 2014 at 7:31 pm in reply to: Clarification on tutorial technique

    Yeah, the first example in my file does exactly that. The step effector applies animation offset in the example, but other effectors can also be used.

  • Adam Trachtenberg

    March 11, 2014 at 6:27 pm in reply to: Clarification on tutorial technique

    Here’s an example file showing two methods to achieve something like this:

    7221_offsetsplinedeform.c4d.zip

    In the first example the cloned object is a sweep nurbs with an animated path spline. A step effector is used to offset the animation via Parameter>Animation Offset.

    In the second example a cloner is set to blend between a deformed spline and an undeformed spline. The clone number is set to one. That cloner is then placed in another cloner to duplicate the object. A Plane effector with the Modify Clone parameter at 100% is then applied to the original cloner. By using linear offset, the position of the effector controls the state of the blend.

  • Adam Trachtenberg

    March 8, 2014 at 11:36 pm in reply to: un merging a polygon object ???

    Another possibility would be to try the “explode segments” command. Any group of faces that isn’t welded to another group of faces will be split into its own object.

  • Adam Trachtenberg

    March 6, 2014 at 5:50 pm in reply to: Baking Particle Emiter

    What I would do is, instead of having the emitter create the sphere geometry, use a cloner. Set the cloner to object mode and drop the emitter into the object link box. Put the simulation tag on the cloner instead of the emitter. Then, when the animation gets to where you want it, make the cloner editable.

  • Adam Trachtenberg

    March 6, 2014 at 4:39 pm in reply to: Modeling octagonal bulge shape

    One thing you could try would be to make the loft editable. Then select the interior points and use the Iron tool with a lowish setting to smooth things out.

  • Adam Trachtenberg

    March 5, 2014 at 4:15 pm in reply to: front view compositing

    I could be wrong but I don’t think AE supports orthographic cameras (ones that have no perspective). I think what you’ll have to do instead is move the Cinema camera waaaaay back and zoom waaaaay in to reduce parallax and thus minimize the view of the cube sides to the point that they aren’t noticeable.

  • Adam Trachtenberg

    March 4, 2014 at 4:47 pm in reply to: Texture alignment issue

    It looks like you’ve made the hole in the mesh too small to cover the white circle.

  • Adam Trachtenberg

    March 3, 2014 at 4:56 pm in reply to: sphere to cube animation

    Use a spherify deformer on a subdivided cube and animate the deformer’s strength from zero to 100% and back.

  • Adam Trachtenberg

    March 2, 2014 at 11:44 pm in reply to: how to motion track?

    Are you using a camera in AE or is it a straight 2D comp? If it’s a camera you can use Maxon’s AE to C4D plugin to bring it into Cinema … or vv.

    If you just want to use the comp render as a guide you can load it into a texture in Cinema and place the texture on a background object.

  • I don’t understand. Why are you using the instance object instead of just rendering out a shadow pass?

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