Forum Replies Created

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  • Adam Trachtenberg

    March 24, 2016 at 2:52 pm in reply to: Distorter Shader not working in Viewport

    Hmm, I just checked and it works correctly in R16. Looks like a bug introduced with R17. I’ll report it to Maxon.

  • Adam Trachtenberg

    March 24, 2016 at 1:26 am in reply to: Distorter Shader not working in Viewport

    I think that’s a limitation of the shader. Only way around it I can think of would be to bake the shader.

  • Hmm. Somewhere along the way it looks like the joint weighting got messed up. Hard to tell if it’s the Max exporter or the C4D importer. CAn you try a different format, like Collada?

  • This is a rigged model that you’re importing into Cinema? What’s the format?

  • Adam Trachtenberg

    March 21, 2016 at 3:56 pm in reply to: how to create gas flowing through a curve pipe

    You could use Thinking Particles follow spline preset to move particles through the pipe, or you could use a standard emitter with dynamics to keep the particles in the pipe.

  • Adam Trachtenberg

    March 21, 2016 at 3:31 pm in reply to: What is the focal distance of a sky object?

    One answer would be to use a sphere instead of the sky object.

  • Adam Trachtenberg

    March 20, 2016 at 4:29 pm in reply to: AO Causing Weird Artifacts

    I think the problem is caused by the Normals tag on the strap object. The tag essentially bakes in the polygon normal direction, but you’re deforming the object so the normals are wrong. Try deleting the tag and set the angle in the Phong tag to around 20.

  • Adam Trachtenberg

    March 18, 2016 at 3:23 pm in reply to: non-circular rotation tutorial

    Glad I could help. After doing that file it occurred to be that you might also be able to use the Xpresso bounding box node for the cube position, but I’m not exactly sure how it works. I could get it to sort of work but not 100%.

  • Adam Trachtenberg

    March 17, 2016 at 10:28 pm in reply to: Adding a value to object position in Xpresso

    In Xpresso you would use a Calculate>Add node. Feed in cube’s Y pos for example, and then create a constant node and set it to 100. Then feed that into the add node. Feed the result back into the Cube’s Y pos In port.

    When you do this, however, it will execute on every frame, so if you just want it to happen once you’ll also need to use time and compare nodes to switch on the Cube node at a particular frame.

  • Adam Trachtenberg

    March 17, 2016 at 10:06 pm in reply to: non-circular rotation tutorial

    So yeah, I didn’t quite get what you were saying. I had a thought that could work to solve this problem but it requires the Studio Bundle (Constraint Tag) so hopefully you have that.

    Basically what I’m doing is constraining the Cube’s position to the letter object, and also clamping it’s distance from the letter’s surface. That solves the issue of the cube’s placement.

    However! You can also use this to generate a spline that will keep the letter from penetrating the floor. To do that you use a Mograph Tracer to trace the cube’s path. So you’d move the letter along a straight path and trace the cube’s position. At the last frame of the animation make the Tracer editable. Set the new spline’s intermediate points to uniform and then use that spline as your Align-to-spline path. You’ll just have to position it in Y so that the letter sits on the floor.

    Example of the Constraint: 9894_noncircularproblemconstraints.c4d.zip

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