Adam Trachtenberg
Forum Replies Created
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It’s pretty simple with MoGraph. You just have to assign MoGraph cache tags to your cloners and/or matrix objects and set the appropriate options.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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Adam Trachtenberg
May 20, 2008 at 2:36 am in reply to: am i exporting/rendering correctly? very confusedNot to be flippant, but it’s not very intuitive to assume that a “preview” will give you final quality.
So you need to render to the Picture Viewer, and I do agree that “Picture Viewer” isn’t a very good name for it.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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It depends on the processor; you’d be fine if the laptop has an Intel cpu — maybe not so much if it’s Motorola. Keep in mind though that certain things (like MoGraph) need to be cached even if its a homogeneous network.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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Tim Clapham actually came up with a way to cache Thinking Particles via MoGraph. That said, in a perfect world it’s best to have homogeneous NET clients.
Depending on the number of client computers you plan on buying it might be more economical (and less of a hassle) to replace your G5 with a quad or octo core Mac Pro. That would also have the advantage of speeding up Cinema’s editor performance — and all of your other applications to boot.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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Weight is just a way to tell the clones how much they should be affected. Basically it allows you to use an effector to modify the influence of other effectors.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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It’s not the only way to do it, but you could use a shader effector set to transform weight only, with a radial gradient int he shading slot. Then either animate the gradient, or as in the file linked below, animate the effector’s Min/Max (Max) value.
https://www.3danvil.com/tutorials/mograph_stagger_inheritance.c4d
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[Scott Thomas] “I create a null that I parent everything in the scene to, including the camera and the lights. Rotate and keyframe the null and the environment will change.”
Aha! I forgot that trick!
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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I’ll be damned! Never knew about that “paste identical” command!
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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AFAIK there’s no way to animate an environment map short of using animated footage. What you can do, though, is map your enviro map to a sphere surrounding your scene, give the sphere a compositing tag with “seen by camera” unchecked. Then set the tag’s exclusion tab to “include” and drag in the object that you want to receive the reflection. Finally, animate the rotation of the surrounding sphere.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
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No way to copy/paste that I know of, but the Functions>Transfer tool does exactly what you want. 😉
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*