Adam Trachtenberg
Forum Replies Created
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The way to do this is to use the Sculpt>Project function. You’d extract a level(0) copy of the sculpt object, fix the geometry, and then run the Project function which will transfer the original sculpting information.
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You can control various functions, including emission, with a texture using either TP Matterwaves or Xparticles.
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When you see a delay like that you’re having some kind of priority problem, which has to do with the order of execution of various functions. In your case you’ve got generators (splines), an Xpresso expression, and hair/spline dynamics. You may be able to play with the priority of the Xpresso tag (in it’s Basic tab) to get it working right.
However…. Unless I’m missing something it looks to me like the Xpresso/Matrix setup is unnecessary in your scene. Instead of using it to place the lights on the Matrix Object, you could simply place all the lights in a cloner and set the number of clones to the number of lights that you’re using. Then you can still adjust the individual light parameters and you have one less priority problem to deal with. In a simple scene here I don’t get a delay so long as the spline is above the cloner in the object manager.
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Adam Trachtenberg
April 7, 2016 at 5:55 pm in reply to: Baking out PolyFX with effectors to bring into UnityI don’t think you’ll get the result you want with the PolyFX object, but you should be able to with the Fracture Object.
So, first select all of your objects’ polygons and run the Mesh>Commands>Disconnect function (with “preserve groups” unchecked).
Then place your object in the Fracture Object and set the Fracture’s mode to “explode segments”. Apply the effectors to the Fracture and then use SteadyBAKE or NitroBAKE on the Fracture Object.
That should do the trick.
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Enable Tools>Mode>Animation.
Then scale the camera and it will scale the track.
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Adam Trachtenberg
April 7, 2016 at 2:18 am in reply to: Baking out PolyFX with effectors to bring into UnityThe plugins work by recording point-level animation, so you’ll get the same look as if it was individual objects but with a single object.
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Adam Trachtenberg
April 6, 2016 at 5:46 pm in reply to: Is posible get clones velocity with Xpresso?This seems to work:
Cloner Object out->Mograph Data Object in->Mograph Data Local Matrix out->Object Node Local Matrix in -> Object Node Position Velocity out
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Cinema doesn’t create any cache files by default. There are a number of specific caches that may be created, e.g. by the picture viewer, GI rendering cache, dynamics cache, etc. For the most part these are simply deleted when you close the program, unless you specifically save a scene file, but it depends on the type of cache you’re dealing with.
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Adam Trachtenberg
April 6, 2016 at 5:33 pm in reply to: Baking out PolyFX with effectors to bring into UnityThe donation-ware SteadyBAKE plugin will do it: https://tcastudios.com/?page_id=6
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Adam Trachtenberg
April 4, 2016 at 3:53 pm in reply to: Individual seed for landscape objects inside clonerCreate two landscape objects and change the seed of the second one to something like 1000 (a high number). Put them both in the cloner and set the “Clones” parameter to Blend mode. That way each clone will get a unique seed as the cloner blends between the two seed settings.