Adam Trachtenberg
Forum Replies Created
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Adam Trachtenberg
September 9, 2018 at 3:31 am in reply to: Time offset effectors’ animation for individual motext lettersI assume you’re applying a Random Effector with the mode set to noise? The key is to check the “Indexed” box.
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Adam Trachtenberg
September 8, 2018 at 9:22 pm in reply to: Baking multiple objects to a specific UV mapI 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?
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Adam Trachtenberg
September 7, 2018 at 10:16 pm in reply to: animating a cog 360 degrees is jumping aroundYes, 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.
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Adam Trachtenberg
September 6, 2018 at 11:30 pm in reply to: Cinema 4D — UV Unwrap — Overlaying Two ObjectsDo you already have a diffuse map that fits correctly?
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Adam Trachtenberg
September 5, 2018 at 4:54 pm in reply to: Offset object clones position using Shear and MographYou 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.
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Adam Trachtenberg
June 23, 2018 at 3:34 pm in reply to: C4D soft body doesn’t interact with surroundingsTo 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.
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Adam Trachtenberg
June 22, 2018 at 10:10 pm in reply to: C4D soft body doesn’t interact with surroundingsFWIW, you can also change the scale that the physics engine uses in Project Settings>Dynamics>Expert.
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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.
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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.
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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.