Adam Trachtenberg
Forum Replies Created
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I’ve never tried it but I’d be surprised if it works. Dynamics is an oooolld module — written way before MoGraph. I think you’ll have to make the cloner editable and use real geometry.
Another possibility would be to clone onto a matrix object that’s set to generate Thinking Particles and use TP’s dynamics.
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First, the stick texture tag is only necessary if you are using a projection type *other* than UVW mapping. Second, no matter what type of mapping you use, your noise won’t follow the deformed object unless its “Space” is set to either UV (2D) or Texture.
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This isn’t something that can be automated easily with xpresso. It’s possible you could set up morphs, but that would probably be tricky too because of the multiple rotation points. Your best bet would probably be to use bones or joints. I did a video tutorial using bones to unwrap a cube if that would be of any help: https://www.3danvil.com/tutorials/box_an/bax_an002.swf
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Adam Trachtenberg
September 3, 2008 at 2:51 pm in reply to: looking for info about DEM formats or greyscale elevation mapUgh, I run into the same problem any time I try to use DEM. There are so many different formats and so few clear explanations what they all mean. One time I downloaded and successfully used a DEM translation program, but unfortunately I don’t have it any more. You might try searching for something like that.
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When you first dragged the HDRI into your material channel you should have gotten a dialogue asking if you wanted to copy the bitmap to the document location. If you selected “no” then Cinema should have created a direct link to the file on your computer. In either case it shouldn’t have resulted in a texture error unless you moved the referenced file or did something else to confuse Cinema.
The easiest way to get it straightened out, in my opinion, would be to reasign the bitmap and then do a “save as project”. That will collect all of your scene’s textures in one place, or let you know that you still have broken links.
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I think it would be tedious beyond belief to do it by hand. You’d essentially have to draw every spline and then connect them with the connect command to sweep.
It could be done more efficiently with an l-system plugin like Xfrog or DPIT, but neither of those is cheap.
Since you’ve already bought the model I would think that’d be the best way to go. I would use the magnet and/or brush tool rather than soft selections to fit it to your model. Should go much quicker that way.
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Not much to it, really. Draw your path spline, assign your object an “align-to-spline” tag, and animate the tag’s offset parameter.
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Just had another thought: if you are using a background or sky object then you won’t have an alpha.
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I’ve never heard of that problem before. Perhaps a QT issue rather than a Cinema issue? Why don’t you try rendering to a .tif or .png sequence and see if that works?
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You can just select the new spline and enter points mode (icon to left of editor window).