Forum Replies Created

Page 60 of 494
  • Adam Trachtenberg

    July 29, 2015 at 5:35 pm in reply to: IK Chain bends the wrong way.

    Well … there are no IK tags in your file? As a rule you want to put a slight rotation in the joint before you create the IK. That gives the tag a hint as to which way you want the joint to bend. The pole vector will provide an even better hint and allow you to rotate the chain.

    You might need to rotate your joints more than the very slight amount you have now.

  • I don’t think there’s any right way — just whatever works for you. I tend to avoid Xrefs because they add complications. I use the layer browser a lot with complex scenes.

  • Adam Trachtenberg

    July 29, 2015 at 5:25 pm in reply to: IK Chain bends the wrong way.

    Did you try adding a pole vector?

  • Thinking Particles has a “Matter Waves” node that allows for texture-based generation, but TP will have a hard time with this many particles.

  • Looks like an OpenGL issue. I only get that yellow background if I disable OGL in preferences. Try going to edit>preferences>OpenGL and make sure it’s turned on. If it is, click the button to test compatibility.

  • Adam Trachtenberg

    July 24, 2015 at 10:03 pm in reply to: Thick varnished look

    There’s a layer shader that you can use in any material channel. It works similar to PS layers.

  • Doh … sorry. I was testing with the plain effector because I didn’t have a sound file handy and that worked set up the way I mentioned.

    With the sound effector there’s a few more steps. You need a mograph sample node in between the effector and the object. So you would create an Object out port for the effector and attach that to the sample node’s Effector in port. Then create a Strength out port for the sample node.

    You can get an effect by connecting that directly to your object’s rotation in port, but strength reads out in values of 0 to 1, while by default the rotation in port reads radians. Since one radian = (about) 57.3 degrees, you’ll have a hard time getting the exact result you want that way.

    So, you need an Xpresso>Calculate>Rangemapper node in between the sample effector and your object. You’ll set the data type to real, input range “zero to one”, and output range to Degree. Set input lower to 0, input upper to 1, output lower to 0, and output upper to whatever you want your maximum rotation to be.

    Sorry for the gross oversimplification before.

  • Adam Trachtenberg

    July 23, 2015 at 5:02 pm in reply to: Lighting Problem

    Problem is not the lights but your GI settings which are too low. Why are you using legacy (old) IR method? In any case, the problem with IR is that it uses a lot of interpolation. The lower your settings, the more interpolation needs to be done. Since each frame is interpolated individually, the flickering you’re seeing is the difference in how the samples are being interpolated from one frame to the next.

  • It’s pretty easy, actually.

    1. create an Xpresso tag (you can just put it on a null object);

    2. drag the sound effector and the objects you want to influence from the object manager into the Xpresso editor window;

    3. Assuming you want to rotate on heading … click on the top right (red) corner of the effector node and from the menu select Parameter>R>R.H

    4. Click on the top left (blue) corner of each object you want to rotate and select Coordinates>Rotation>Rotation.H

    5. Connect the effector’s out port to each of the objects’ in ports.

  • Adam Trachtenberg

    July 21, 2015 at 3:20 pm in reply to: ‘Monument Valley’ look for infographic?

    Basically you just want to use materials with color but no specular channel.

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