Forum Replies Created

Page 58 of 494
  • Adam Trachtenberg

    August 18, 2015 at 3:10 am in reply to: UV Mapping a very complex model.

    The short answer is, yes and no. Yes, it’s easy to assign UV coords, and also easy to create a non-overlapping, non-distorting UV map. However, those automatically generated sorts of maps tend to be broken up into lots of islands, so they’re not very good if you want to assign tiling maps or to paint 2D maps. They are useful baking textures, or if you want to use BodyPaint to paint directly on a model.

    Creating UV maps that are easy to paint on for complex models generally isn’t a simple task, particularly with Cinema’s somewhat antiquated UV tools.

  • Adam Trachtenberg

    August 16, 2015 at 4:30 pm in reply to: reset custom commands key shortcuts???

    Window>Customizaton>Customize Commands

  • Adam Trachtenberg

    August 10, 2015 at 4:50 pm in reply to: Object made of circles

    I would suggest you check out the MoGraph video tutorials that Mylenium did here at the Cow. I think it was a six or seven part series. Here’s the first one on the cloner: https://library.creativecow.net/articles/mylenium/MoGraph_cloning.php

  • Adam Trachtenberg

    August 10, 2015 at 4:36 am in reply to: Object made of circles

    The way I would do it is to clone a bunch of discs onto the vertices of a plane. Then deform the plane using the formula deformer (for the ripple effect), or cloth, or the flag deformer, etc. Use a mograph target effector to keep the discs facing the camera.

    Example: 9125_spotseffect.c4d.zip

  • Adam Trachtenberg

    August 7, 2015 at 7:17 pm in reply to: Sketch & Toon vs. DoF (Depth of Field)

    Both Sketch and DOF are post effects so unfortunately I think they conflict if you try to render them at the same time. What I would do is render a separate depth or position pass and add DOF in post.

  • I don’t know why it’s taking so long. If you could post the file I’d be happy to take a look.

    As far as the render view not matching the dynamics of the editor view, it’s always a good idea to cache the dynamics before rendering. That will also speed up the render to some extent because if you don’t cache, all of the preceding frames still have to be calculated by the render engine.

  • Adam Trachtenberg

    August 6, 2015 at 9:59 pm in reply to: Smooth merging of two objects

    Here’s how: https://youtu.be/Vkg-g1oFegQ

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  • Adam Trachtenberg

    August 6, 2015 at 9:34 pm in reply to: Dissolve all the edges once?

    You’ll probably want to use a combination of tools to select the edges. First, you can convert a polygon selection into an edge selection by Ctrl + Clicking on the edge mode icon.

    Problem with that is you’ll have the border edges and not just the internal ones selected, so you’ll have to deselect the borders. You can use the phong break selection tool to help with both.

    The path selection tool can be very helpful for picking edge loops where the actual edge loop tool doesn’t work. Set it to live path mode and drag to create your selection (or hold down Ctrl to deselect). You can select a border of edges and then use the fill selection tool to pick the polys inside.

    Unfortunately there’s no one-button solution.

  • It’s just because Cinema scenes generally aren’t that large. The only time I’d be worried about going over 64GB would be if I was using some REALLY huge bitmap textures or video backgrounds.

    Consider that many of the blockbuster FX films of the 80s and 90s were done on machines that couldn’t even address more than 2GB RAM.

  • Adam Trachtenberg

    August 4, 2015 at 10:35 pm in reply to: link object to polygon in another

    Should have thought of this sooner, but the easiest way to do this is to use MoGraph. 9113_stickobject2facemogrph.c4d.zip

    But if you want to use the Xpresso method all you have to do is check the “use deformed points” option in the Polygon node properties.

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