Forum Replies Created

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  • An object buffer is nothing but an alpha for an object or group of objects. Once you have the alpha you can go into your compositing application and use it as a luma matte however you want.

    For example, if you only want the reflections for an object you would drop the reflection pass into the comp and then use the object buffer as a luma matte to get just the reflections for the object.

  • Adam Trachtenberg

    February 12, 2014 at 1:00 am in reply to: Hiding effectors

    Looks like the falloff shape. You can get rid of the display by unchecking the “visible” box in the effectors’ falloff tab. I don’t think there’s any global switch for that, but you can multiselect all of them and turn them off with one click.

  • Adam Trachtenberg

    February 10, 2014 at 4:41 pm in reply to: Link multiple lights to an Intensity expression

    Very easy:

    1. Select the control light and right-click on the word “Intensity” in the attributes manager. From the pop up menu, select Xpressions>Set Driver;

    2. Select all the other lights and repeat the above steps but select Xpressions>Set driven (absolute).

    Now the control light’s intensity will set the intensity of all your lights.

  • Adam Trachtenberg

    February 8, 2014 at 5:46 pm in reply to: controlling hair curl with more precision

    Another option is to apply different hair materials to the same hair object via hair selection tags.

  • Adam Trachtenberg

    February 8, 2014 at 5:20 pm in reply to: Picture Viewer crash

    I don’t see any attachment … not that it would help me.

    What do you mean when you say it crashes? Does the program close/quit, or does it just seem to freeze?

    What version of Cinema are you using? How many polygons in the object? Are you using subpoly displacement, and if so, how much RAM have you allocated to it in preferences?

    Have you submitted the bug report to Maxon tech support?

  • My guess is that you need to adjust the scale setting in the Project Settings>Dynamics>Advanced tab. The scale should match the diameter of your bouncing ball. You may also need to adjust the collision margin which you can do globally in project settings or per object in the dynamics tag.

  • Adam Trachtenberg

    February 7, 2014 at 5:41 pm in reply to: Number Display with XPresso

    Hah, beat me to it! 😉

    More than one way to skin a fish….

  • Adam Trachtenberg

    February 7, 2014 at 5:40 pm in reply to: Number Display with XPresso

    Yep, here you go: 7110_counterdigital099slidercontrolled.c4d.zip

    What I did was, first, replace the Real user data with Integer user data. The second digit data goes from 0-10. I set it up that way because the second digit drives the first digit.

    To that end, I added a second range mapper to drive the digit 1 slider with the digit 2 slider. If you turn on the range mapper’s modulo function, what happens is that the output resets to the lower value when the upper value is exceeded, and the sequence keeps repeating. So the range mapper’s input goes from 0-99 and the output goes from 0-10.

    Accordingly, as long as the second digit’s input ranges from 0 to 9, the first digit remains at 0. When the input hits 10, the second digit flips to 1 (because the slider 2 range mapper is set to 0-10), and the first digit flips from 9 back to 0, because that’s the 11th value on the slider and it trips the modulo function.

  • Adam Trachtenberg

    February 6, 2014 at 5:46 pm in reply to: Heli blade automation problem

    There’s a number of ways you could approach it:

    1. Use a mograph time effector and animate the strength;

    2. Use Xpresso — feeding a time node into a rangemapper into the prop’s H rotation; or probably the most straightforward method

    3. Animate the H rotation on the first and last frames and then use a time track to control the speed of the rotation.

  • Adam Trachtenberg

    February 5, 2014 at 4:14 pm in reply to: Add points/detail to polygon

    Use Mesh>Commands>Subdivide. If you click the little icon to the right of the command name it will pull up a dialogue where you can increase the subdivision levels.

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