Forum Replies Created

Page 73 of 494
  • Adam Trachtenberg

    March 2, 2015 at 7:42 pm in reply to: X Particle Trails Blowing in Wind

    As to question 1, it seems to work here if I create a hair object linked to xpTrail, set root as Spline Guides, and use a standard particle wind object.

  • Adam Trachtenberg

    March 2, 2015 at 7:27 pm in reply to: The Netflix logo effect?

    Use a material with the specular channel disabled. Infinite light with area shadows and a soft spot for fill/vignette. Seems like part of the key to the look they got was applying some luminance in the letter material and boosting the GI output (must render with GI).

    Here’s a quick attempt: 8619_netflixtext.c4d.zip

    Note that I turned up the letter material’s GI output to 300% in the Illumination tab.

  • Adam Trachtenberg

    February 28, 2015 at 4:21 am in reply to: Mouse not lined up properly?

    Are you using a tablet? If so you need to check the tablet box in preferences>input devices.

  • Adam Trachtenberg

    February 26, 2015 at 4:33 am in reply to: Applying effectors to mograph after dynamics

    Another option is to turn up the follow position/rotation values in the dynamics tab’s Force tab.

  • Adam Trachtenberg

    February 26, 2015 at 4:31 am in reply to: Animating Mouth

    Try googling, “phonemes lipsync”.

  • Adam Trachtenberg

    February 21, 2015 at 1:25 am in reply to: Multishader flickering problem

    How are you distributing the multishader channels on your clone? Random effector? Or are you using the index ratio setting in the multishader itself? The latter should fix the problem. Or if you’re using the randome effector, set the random method to sorted.

  • You can use the effectors from the standard particle system to influence hair. So you might use the attractor (negative value) or turbulence in force mode, or negative gravity … or some combination. Simplest way would be to keyframe the effectors’ “enable” parameter, but you could also do strength, falloff, etc.

  • Adam Trachtenberg

    February 19, 2015 at 11:24 pm in reply to: Animating hair and then making it fall out naturally

    Ah, I was looking at the guides which do fall off, but in order for the hairs themselves to fall you have to set the hair roots (Hairs tab) to As Guides. That will reduce your hair amount to the number of guides you’re using, but you can fill it back out by using hair clones (also in the Hairs tab).

    Try this one: 8584_hairamt.c4d.zip

    I also add hair collision tags to the S and floor.

  • Adam Trachtenberg

    February 19, 2015 at 1:57 am in reply to: C4D Object Buffer Problem

    If the import plugin is working properly the object buffer passes should be in a separate folder. They aren’t automatically placed in the comp because you have to manually define how you want to sue them.

    If they’re not coming in you might check to make sure you’re using the correct import plugin. Of course you can add them manually, too.

  • Adam Trachtenberg

    February 19, 2015 at 12:25 am in reply to: Animating hair and then making it fall out naturally

    Looks to me like you have to do it this way:

    1. Got to Hair Edit (simulate menu) and run the unroot guides command;
    2. In the Hair object dynamics tab, uncheck “fixed roots”;
    3. Animate the “hold roots” parameter to make the hair fall out.

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