Forum Replies Created

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  • I assume you’re applying a Random Effector with the mode set to noise? The key is to check the “Indexed” box.

  • Adam Trachtenberg

    September 8, 2018 at 9:22 pm in reply to: Baking multiple objects to a specific UV map

    I haven’t done reprojection, but it sounds like you may be going about it the wrong way. My understanding is that you calibrate a camera to match the specs and location of your real-world projector and then render out what you want to project. How were you planning on applying UV baked textures to a real-world house?

  • Adam Trachtenberg

    September 7, 2018 at 10:16 pm in reply to: animating a cog 360 degrees is jumping around

    Yes, it’s a result of the wheel’s rotation speed versus the fps of the animation. You’ll see the same effect in movies where a car’s wheels or a plane’s propellers seem to reverse direction.

  • Adam Trachtenberg

    September 6, 2018 at 11:30 pm in reply to: Cinema 4D — UV Unwrap — Overlaying Two Objects

    Do you already have a diffuse map that fits correctly?

  • You could go into the Cloner’s transform tab and manually adjust the bank angle.

    Or if you’re animating the shear you can probably use expresso to drive the bank angle with the shear object’s angle parameter.

  • To be honest with you, I don’t think soft bodies are going to work for this. Best option would be a liquid simulator like RealFlow or X-Particles, but if you don’t have either of those I would try Cinema’s particles with Metaballs.

  • FWIW, you can also change the scale that the physics engine uses in Project Settings>Dynamics>Expert.

  • Adam Trachtenberg

    June 12, 2018 at 8:53 pm in reply to: Video Wrapping Material Issue

    I’m afraid the solution isn’t so easy. You’re getting smearing with flat projection because … the texture is literally being projected along a flat plane that has nothing to do with the actual shape of your object. It’s as if you were shining a movie projector at your object.

    To get the image to move along the surface without distortion you will need to use UVW mapping, and that will entail some rather meticulous editing of your object’s UVW coordinates to essentially flatten the UV space while minimizing distortion as much as possible, as well as aligning the UVseams so the texture flows the way you want it to.

    Depending on how complex your object shapes are you may be able to get away with something less technical, such as using two textures with different flap mapping projections.

  • Adam Trachtenberg

    May 10, 2018 at 1:14 pm in reply to: tracer connect all objects question

    If you already have x-particles you might also consider going that way. The XPTrail object has a lot of options, although maybe not as many as Ubertracer2.

  • Adam Trachtenberg

    May 6, 2018 at 10:22 pm in reply to: Cinema 4D Voronoi Fracture

    If you assign the materials before you make the object editable there shouldn’t be any problem. Make sure you check the Inside Faces and Outside Faces boxes in the Vornoi’s Selections tab.

    When you make the object editable you can put the materials and simulation tag on the parent null and it should render correctly.

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