Forum Replies Created

Page 122 of 494
  • Adam Trachtenberg

    September 27, 2013 at 3:40 am in reply to: Rotating an Object

    Well, clearly it’s not aligned to the world cords. Best thing to do is use the grid as a reference and rotate the ship straight in one viewport at a time. For example, first get it straight in the front viewport, then straighten it out in the side viewport. Then go back to the front and make finer adjustments, back to the side, etc. Once you’re sure that that the geometry is straight, then zero out the axis rotation in the coordinates manager.

  • Adam Trachtenberg

    September 27, 2013 at 3:10 am in reply to: Rotating an Object

    It’s the third icon from the top in the left-hand palette. Note: only works with editable objects — not primitives.

  • Adam Trachtenberg

    September 26, 2013 at 8:02 pm in reply to: Rotating an Object

    If you’re rotating on once axis only and it’s wobbling, it means that the axis isn’t completely centered to your object. You can center it in terms of translation with the axis center tool, but rotation is a little trickier. I suggest you align the object to the grid using top/side/front views and then see if the axis rotation seems to be off. You should be able to tell by looking at your object’s coordinates tab, i.e., if the object is completely straight in all views, but the coords are showing rotation, then your axis is rotated relative to the model. You can fix that by enabling axis mode and zeroing out rotation.

  • Adam Trachtenberg

    September 24, 2013 at 9:39 pm in reply to: Sweep NURBS angle problem

    Okay, try setting the Arrow_Path spline’s intermediate points to Natural and the number to 2. Works here. Another option is to just add an extra point or two in that last segment.

  • Adam Trachtenberg

    September 24, 2013 at 8:13 pm in reply to: Sweep NURBS angle problem

    Can you post a file with just the sweep nurbs? Hard to say from looking at the screenshot.

  • Adam Trachtenberg

    September 24, 2013 at 3:39 am in reply to: Create outline texture for 3D object

    Unless the object and camera are static, I don’t see how baking the texture could work for the object outline.

  • Adam Trachtenberg

    September 24, 2013 at 12:03 am in reply to: Offset nulls to play at different times

    Use the offset animation feature in a step or shader effector.

  • You win. 😉

  • This is an ultra-simple setup, but if I understand what you’re saying correctly it does what you want it to do: 6540_inversescaling.c4d.zip

  • Adam Trachtenberg

    September 18, 2013 at 3:19 pm in reply to: Chain Dynamics

    What you have looks pretty good, IMO. If you want to make it more physically correct you’d need to use the regular dynamics system. Problem is that it’s a little difficulty to keep it from being too twitchy. Here’s a quick example: 6530_ballchain.c4d.zip

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