Forum Replies Created

Page 437 of 494
  • Adam Trachtenberg

    September 19, 2007 at 12:02 am in reply to: Building a container to hold then release particles

    A great place to start would be the TP Object Collision preset. Just drag the guitar object into the preset’s “object” box and put your emitter inside guitar. You’ll have to make sure the guitar’s normals are pointed inward.

    You can move the particles from one volume to another by animating the object box (drag in the other collision object and keyframe it).

    To get the particles over there, you could use a gravity preset, or you could use Srek’s wonderful “Suction” preset which you can download here: https://bonkers.de/tp/presets.html

  • Adam Trachtenberg

    September 18, 2007 at 11:21 pm in reply to: Sweep along a Spline

    Sounds like you need to adjust the axis of your circle (profile) spline. The Z axis should be pointing out.

  • Adam Trachtenberg

    September 14, 2007 at 7:49 pm in reply to: Scale Y Axis Lock

    I assume he’s talking about the X/Y/Z buttons on the top icon palette. You can turn off any or all of them. The icon to the right of them determines whether the action occurs in global or local space.

  • Adam Trachtenberg

    September 14, 2007 at 12:13 am in reply to: Sweep Nurbs (more segments)

    You’ve got the right idea. For the smoothest results set the path spline’s intermediate points method to subdivided. Second best is probably adaptive.

  • Adam Trachtenberg

    September 14, 2007 at 12:11 am in reply to: exporting 3d elements separately to after effects

    Did you specify a file path and name in the multipass tab?

  • Adam Trachtenberg

    September 13, 2007 at 6:44 pm in reply to: exporting 3d elements separately to after effects

    You can’t do it directly, but you render out separate masks for each object and use those in AE to separate them. Assign each object a compositing tag and then assign each one a number in the comp. tag’s “Object Buffer” tab.

    Now add three Object Buffer passes in render settings>multipass and assign them the corresponding numbers. When you import the project into AE the object buffers will show up in the “Special Passes” folder.

  • Adam Trachtenberg

    September 13, 2007 at 2:12 pm in reply to: Depth of Field Camera

    [Jon] “Does the depth of field in Post Effects need to be checked in order for the camera depth of field to work. Im confused by the documentation.”
    Yes.

  • Adam Trachtenberg

    September 11, 2007 at 9:01 pm in reply to: Need help! Have budget!

    [Stuart Cummings] “My client has given me models in .wrl,.sat and .dwg (auto cad) files. I ultimately need to get them into a format that I can work with in After Effects CS3. I’m looking for someone who can either convert them into something I can open in Cinema 4D and/or who can do some modeling or 3D animation for me. I need someone yesterday and I do have a budget.”

    Hi Stuart,
    Do you have a contact e-mail?

  • Adam Trachtenberg

    September 11, 2007 at 2:31 pm in reply to: cardboard box

    I would select the edges that should have a little rounding and use the bevel (fillet) tool on them. For the UVs, it would probably be easiest to apply flat mapping before you start folding and then, also before you start folding, select the texture tag and run the OM>Tags>Generate UVs command to convert the flat mapping to UVW mapping.

  • Adam Trachtenberg

    September 8, 2007 at 2:53 pm in reply to: Basic – Select / Hide / Show objects

    >Where can I find a tutorial on the following?

    Not being critical here, but all of this is covered in the manual.

    >What’s workflow for selecting objects and polys and points. How do I switch
    >tools quickly for selecting and hiding?

    You can use the Command Manager to assign shortcut keys to virtually any function in Cinema. By default, the space bar switches between the live selection tool and the last tool you used.

    >Object Manager hi-light Polygon Selection Tag
    > Attribute Manager Select and
    >Hide Others, doesn’t do anything. Why?

    It does here.

    >How do I select just the extruded sides
    >of my logo / text object and apply a color?

    You can’t select polys of generated objects unless you make them editable, but you can still apply separate textures to caps/sides/and roundings by typing C1 (cap 1), C2, R1 (rounding 1) and R2 in a material tag’s restriction box.

    >Do I really have to select that tiny gray visibility dot in the object manager
    >show / hide objects and their parts?

    You have other options, such as assigning shortcut keys or assigning objects to layers and using layer visibility, or using filters.

    >Is there a key command to hide / show
    >selected objects, polys, etc…. What’s the best workflow?

    I believe you would have to assign your own.

    >Related Interface Colors and Fonts

    >Object Manager > Green Check mark indicating visibility Is there a way to make
    >it’s color darker? It doesn’t show up very well using the Darkglow interface
    >scheme.

    This is an icon, so you would have to adjust the bitmap. All of the icons are in one .tif file in your [Cinema]\resource\icons folder.

    >How come the green check / red X doesn’t show at all on polygon
    >objects?

    Because the check mark/x turns on and off generator objects — not editable poly objects.

    >How do I re-dock a floating palette?

    grab it by the icon in the upper left corner and drag it wherever you want.

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