Forum Replies Created

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  • Adam Trachtenberg

    January 15, 2016 at 6:38 pm in reply to: Apply motion tracking data to object

    Sure, the most direct way would be to place your object as a child of the tracked object. Otherwise you could use Xpresso or a constraint tag.

  • Adam Trachtenberg

    January 15, 2016 at 3:07 pm in reply to: Projecting video into a c4d scene

    You can adjust the size and aspect ratio of the beam by scaling the UVs of the light/material.

  • Adam Trachtenberg

    January 15, 2016 at 2:40 am in reply to: Merging all objects within a null

    Select all the objects you want to merge, then right-click and choose “connect objects and delete”. With the resulting object selected, then run Mesh>Commands>Optimize because if you don’t the extrude caps won’t be welded to the sides.

  • Adam Trachtenberg

    January 14, 2016 at 12:47 am in reply to: Spaghetti Arms? No one knows….

    It’s really hard to say what’s going on without seeing the file, or at least some screen shots.

  • Adam Trachtenberg

    January 13, 2016 at 11:00 pm in reply to: Basic Joint Rigging

    First off, you really don’t want to have such a dense mesh with joint animation. Makes it really hard to properly skin the model, which is what you’re going to need to work on to fix this issue.

    What you need to do is use the Character>Weight Tool to manually edit the bone weights that were assigned in auto binding. The Weights Manager could also be of assistance.

  • Adam Trachtenberg

    January 12, 2016 at 1:08 am in reply to: Spaghetti Arms? No one knows….

    Are there any scale keys in the FBX animation?

  • Adam Trachtenberg

    January 12, 2016 at 12:06 am in reply to: Roughness/Bump always cause “fireflies”?

    You might want to give physical renderer another try. This time set the sampling quality to automatic and adjust the roughness noise using the “Bluriness Subdivision (Max)” setting. Then increase the Shading Error Threshold to balance speed/quality (higher % = faster).

    I recommend this video tutorial for an excellent explanation of optimizing the physical render engine: https://www.youtube.com/watch?v=YjyiKN3jSkI

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  • You can bake it to geometry with the NitroBake plugin. All you have to do is set the Hair object to generate some kind of geometry (Hair object>Generate>Type:________). Then run the plugin with PLA checked.

    Not a free plugin, however, and it’s possible there are other ways to do it.

  • Adam Trachtenberg

    December 26, 2015 at 10:32 pm in reply to: Water Particle Simulation

    Looks like you could just make an emitter child of the ship.

  • Adam Trachtenberg

    December 25, 2015 at 10:51 pm in reply to: Samplistic awesome video on Vimeo

    It looks like it was done in Cinema, based on some of the wireframe screencaps. There’s a number of way it could be done using deformers with falloff. Could be a morph deformer, or a displacement deformer, or a spline deformer…. Etc.

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