Adam Trachtenberg
Forum Replies Created
-
Off the top of my head, I would use a shader effector to weight the clones, then animate the shader or shader effector to achieve the desired result.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
The depth pass depends on the camera’s depth settings. As it happens I did a small video tutorial on this a few months ago, which you can see here:
https://www.3danvil.com/tutorials/DOF_Effect/DOF_Effect.html
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
The only workaround I know of is to use a plugin rather than the built-in effect. ZBlur is a popular one.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
You should contact Cactus Dan (try a Google search). He’s a very good rigger and in fact already has a fully rigged rattlesnake he might be willing to sell you. It uses his proprietary plugins, though.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
The align tag doesn’t deform — just aligns.
If you have MoGraph you can use the spline wrap object which does exactly what you want.
If not, in this case you could use the bend or wrap deformers (but only works for certain kind of deformations).
In either case you’ll want to set the extruded texts’ caps to “quads” and “regular grid” so they’ll bend properly.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
I believe you actually have to render to .rla format (with depth option selected) in order to use the AE effect. Then you apply the effect to the .rla footage and it should detect the depth info. From there you have to play around with the start/end fog parameters to get the desired effect.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
Sure, just select all of the objects and run the “Connect” command. But depending on your setup, it could play havoc with your textures.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
You would have to animate the glow and/or luminance channel of each material in the group, assuming that they’re not all using the same material. There are a number of ways you can make it easier: set up an Xpresso so one material drives the others (or use set driven keys to automate the Xpresso setup), or simply multi-select the materials and make all the changes at once.
In the alternative, you could render out object buffers for each group and do the glows in post.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
Yes, unfortunately it’s a limitation with Cinema’s fog. What you might do if you have AE Pro is try adding the fog in post with the 3D Fog Effect.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*
-
You have to use the Object Tool rather than the Model Tool to record scale changes.
AdamT
Cinema 4DXL8 Bodypaint*Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*