Forum Replies Created

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  • Adam Trachtenberg

    November 10, 2007 at 4:12 pm in reply to: Hair Module and Sound

    Glad I could help. 🙂

  • Adam Trachtenberg

    November 9, 2007 at 11:22 pm in reply to: How to create depth on a texture

    Try the Wrap deformer in spherical mode.

  • Adam Trachtenberg

    November 9, 2007 at 10:28 pm in reply to: in need of specific material, please help…

    Looks to me like you could take the default material, make the specular very short and wide, and maybe change the illumination model from Phong to Blinn or Oren Nayer.

  • Adam Trachtenberg

    November 9, 2007 at 10:15 pm in reply to: Glow & Sparkles around the edge of a character?

    This would be easiest if you had MoGraph. If so you could clone small visible lights on your character and move them around with effectors.

    If not, but you have Thinking Particles, you could do a similar thing using the TP Surface Emitter preset.

  • Adam Trachtenberg

    November 9, 2007 at 10:04 pm in reply to: How to create depth on a texture

    A couple of ways to go about it:

    1) Make multiple copies of your sphere and scale each one down very slightly;

    2) Use the atom array object. You’ll start with the platonic primitive set to “Bucky”, convert it to polys, melt the edges breaking up the pentagons and hexagons, and drop it under the atom array.

  • Adam Trachtenberg

    November 8, 2007 at 6:24 am in reply to: Clothilde

    You didn’t cash the cloth before you animated the cube, did you? Otherwise I can’t figure what it might be.

  • Adam Trachtenberg

    November 6, 2007 at 3:39 am in reply to: Activating MoGraph Module

    Go to Help>Personalize.

  • Adam Trachtenberg

    November 5, 2007 at 8:05 pm in reply to: polypoints

    True, Cinema can’t render points. You need at least a triangle in order to render something (not including Hair, Sketch & Toon, or Storm Tracer).

    In this case you could distribute small triangles on your sphere, or generate particles from the sphere and use a small triangle as the particle geometry.

  • Adam Trachtenberg

    November 5, 2007 at 4:07 pm in reply to: Hair Module and Sound

    This can be done, but it requires MoGraph. What I would do is:

    *Create a MoGraph Sound Effector and load sound file;
    *Create a particle>wind object to affect hair;
    *Create Xpresso tag and:
    -drag in sound effector and wind object
    -create MoGraph Sample Effector node
    -connect sound effector object port to sample effector’s “Effector” port
    -connect sample effector’s strength output to range mapper node
    -connect range mapper to wind effector’s wind speed port
    -adjust range mapper to get the desired effect.

  • Adam Trachtenberg

    November 2, 2007 at 9:07 pm in reply to: Animated gradient alpha revealing lines…

    Ahh … wellll … hmmm … that’s going to be a little tricky! Guess I shoulda anticipated that one. 🙂

    One way you could do it would be to use Xpresso to use the sweep start/end parameters to drive the position of the gradient points, but that’s going to be pretty involved.

    And easier way would be to use a texture in place of the layer shader in the alpha channel, and instead of actually animating the sweep, animate the texture tag’s Y offset position. The downside is that you’re not going to get a fade as the lines disappear completely. You can either hide that with spline/object placement, or you can add the effect in post with a little rotoscoping.

    project file

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