Forum Replies Created

Page 457 of 494
  • Adam Trachtenberg

    January 20, 2007 at 4:08 am in reply to: deforming imported OBJ

    Sorry, it was a silent pic. 🙂 I’d be happy to explain anything that wasn’t clear.

  • Adam Trachtenberg

    January 19, 2007 at 7:56 pm in reply to: viewports and rendering

    I wasn’t sure if you were talking about rendering to the editor window as opposed to the picture viewer. Sounds like the latter, in which case, as I said, “You designate which one you want to use by going into the viewport’s edit menu and selecting ‘use as render view.'”

  • Adam Trachtenberg

    January 19, 2007 at 7:04 pm in reply to: too much illumination on my starfield…

    Another option: put your starfield shader/bitmap in your material’s luminance channel and turn off the color and specular channels.

  • Adam Trachtenberg

    January 19, 2007 at 6:58 pm in reply to: deforming imported OBJ

    Okay, here’s the promised mini-tut: https://www.3danvil.com/tutorials/FatMorph/fatmorph.html

    If you want to download the file you can replace the “.html” with “.swf”.

  • Adam Trachtenberg

    January 19, 2007 at 6:29 pm in reply to: Ball on the end of a rope

    I think you can use a Rangemapper node to cut the rotation. Check the docs for specific instructions.

  • Adam Trachtenberg

    January 19, 2007 at 5:34 pm in reply to: deforming imported OBJ

    Oh, Cyslice–cool. 🙂

    Hold on a sec, I’ll put together a quick and dirty vid tut for you.

  • Adam Trachtenberg

    January 19, 2007 at 6:11 am in reply to: deforming imported OBJ

    It’s certainly possible. How easy or hard it will be will depend a lot on the quality of your model. 3d scans often result in iffy geometry in terms of having zillions of polygons, awkward triangulation, reversed normals, etc., etc.

    There are a few ways you would approach it, or you could use a combination of:

    *parametric deformers, such as the bulge, taper, and bend deformers;

    *keyframed point-level animation (PLA);

    *morphing (requires Mocca or a plugin).

    As far as modeling the PLA/morph targets, I would use a lot of the Mesh Brush and the Magnet Tool.

  • Adam Trachtenberg

    January 19, 2007 at 6:03 am in reply to: Logo in Photoshop CS3 (Beta) to Cinema 4D

    All I did was create a circle path and a hexagon path (two path layers), then exported to Illustrator, and opened the *.ai file in Cinema.

  • Adam Trachtenberg

    January 19, 2007 at 12:33 am in reply to: Logo in Photoshop CS3 (Beta) to Cinema 4D

    I just tried it in CS2 and it worked fine. ?

  • Adam Trachtenberg

    January 19, 2007 at 12:28 am in reply to: red ball beside materials?

    [Rob] “i’m also wondering how the red balls (keyframes) work when it comes to animation. i have quicktimes that i’ve imported in the color and transparency sections. there are red balls, full, sometimes hollow but in the timeline i can’t see where these keyframes are. it would explain a lot as my files keep turning off/on and slipping in time. just wondering where these keys are when it comes to the animation section?”
    If you’re in R10 try going into the Timeline’s View menu and turn on automatic mode and show animated. Then select “Go To Main Level”. That should make everything that has keyframes appear in the TL.

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