Forum Replies Created

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  • Only thing I can think to add is that it *may* be OGL related? To rule it out, go to Preferences>OpenGL and run the compatibility test. Then turn off hardware OGL and restart the application.

  • Adam Trachtenberg

    January 13, 2018 at 6:15 pm in reply to: Collapse without shattering polygons

    If Binh has R19 Studio there may be a chance of doing it more simply. You can place multiple objects as children of the Voronoi Fracture object and remove all fracture sources, which then makes each object a separate fragment. You can then assign a Fixed Connector to the Voronoi which draws springs between the objects.

    The caveat is that it only seems to draw those connections if objects have parallel surfaces that are very close together. So you’d have to be awfully careful how you build, if it’s even possible.

  • Adam Trachtenberg

    January 8, 2018 at 4:38 am in reply to: Making a file safe for 3D printing

    I’m no expert, having never actually printed a model, but from what I’ve read it needs to be “water tight,” meaning that there can’t be any 2D surfaces. It has to have thickness and everything must be welded.

    Your model has a lot of disconnected points which can be cleaned up with the Mesh>Commands>Optimize function. Beyond that, the lid isn’t connected to the sides, it’s 2D, and it has a hole in the middle.

    A good way to check a model’s integrity is to go to the attributes manager and select Mode (top menu)>Modeling. Then go to the Mesh Checking tab and enable mesh checking. That’s give you a color coded display on your model of potential problem areas.

  • Adam Trachtenberg

    January 4, 2018 at 3:19 pm in reply to: Alpha cut-out

    Thanks for following up.

  • Adam Trachtenberg

    January 3, 2018 at 9:23 pm in reply to: Alpha cut-out

    Can you upload the texture?

  • Adam Trachtenberg

    December 31, 2017 at 5:25 pm in reply to: Pole vector issue in advanced biped rigging

    When you create the rig, go to the Adjust tab and change Objects>Components to Objects>Controllers. Then you can select and move the pole vectors.

  • Adam Trachtenberg

    December 30, 2017 at 4:48 pm in reply to: Octane render and compositing tag | C4D

    I think you’re going to be out of luck there, or at least I don’t know of any way to do that in Octane.

  • Adam Trachtenberg

    December 29, 2017 at 8:31 pm in reply to: Octane render and compositing tag | C4D

    I don’t think Octane recognizes the Cinema compositing tag. What are you trying to accomplish? It may be possible with the Octane Object Tag.

  • Adam Trachtenberg

    December 21, 2017 at 10:51 pm in reply to: Material acting…. straange

    It’s probably a UV mapping issue. Try setting the projection to cubic in the texture tag and see how it looks.

  • Adam Trachtenberg

    December 19, 2017 at 10:07 pm in reply to: surface deformer fail

    The surface deformer depends on the target object having a good UV map, and your arm object doesn’t. All of the UV polygons are stacked on top of each other, which is why your cube is restricted to that one area.

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