Adam Trachtenberg
Forum Replies Created
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Adam Trachtenberg
December 21, 2014 at 6:57 pm in reply to: Simple mograph stepped animation conundrumNot sure if this is exactly what you’re looking for but hopefully it gives you what you need. The trick is that the plain effector is set to control just weight, so as it moves through the clones the Inheritance Effector takes control and the clones move to the Matrix Object. File: 8320_center2matrix.c4d.zip
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You can get that effect by using two Booleans of the same objects: one set to A intersect B and the other set to A without B.
Example: 8316_booles2x.c4d.zip
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No such luck I’m afraid. But if you have ZBrush why not just use GoZ and do it there?
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Looks like there are some decent ones on Turbosquid for $1K – 2K. For example: https://www.turbosquid.com/3d-models/3d-human-male-anatomy—model/584511
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Adam Trachtenberg
December 15, 2014 at 11:31 pm in reply to: keeping parametrics animation and adding them specific shaders by polygonsYou actually don’t need all those steps. Just apply the correction deformer, create the poly selection tags on the deformer (give them unique names), then drag the selection tags onto the primitive object. Now drag the materials onto the primitive and assign the tags.
That gives you polygon selections without having to make anything editable.
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Use a plane effector. In the parameters tab, uncheck position, check scale, set it to uniform, and enter -1 as the value. Set the effector’s falloff to linear and turn the falloff slider down to 0%. Animate the position of the effector to create the typing effect.
Example: 8292_typingeffect.c4d.zip
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Adam Trachtenberg
December 11, 2014 at 6:36 pm in reply to: How do I emit particles based on a splines point animation speed?I don’t think you can do it with a standard emitter because it isn’t intended to allow animation of the birth rate. You’d probably have to use Thinking Particles.
To set the rate you have to determine the speed of the point. You can do that by feeding the point’s position into an Xpresso memory node. The memory node allows you to output the value of a parameter at an earlier time. So if you input point position and set a history depth of 2 and Level 1, you’ll get the point’s position at the previous frame.
Now you can use the distance node to measure the distance that the point covered in a single frame. That in effect gives you what you need for speed, since speed is Distance/Time. So you can feed the memory node output directly into the PStorm’s rate input, or you can pipe it through a range mapper for more control.
Example: 8290_particleratebypointspeed.c4d.zip
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Adam Trachtenberg
December 10, 2014 at 1:41 pm in reply to: “Irawian” Reflectance Layer won’t scale in renderI don’t see any difference here. Are you talking about scaling the UV in the texture tag or scaling in the reflectance shader itself?
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Adam Trachtenberg
December 10, 2014 at 4:15 am in reply to: “Irawian” Reflectance Layer won’t scale in renderI guess you’re probably testing the scale parameter on Reflection Layer 2, but that layer is all but invisible because of the layer mask you’re using. In the mask you have a layer shader in which you’re multiplying a noise over another noise that’s almost completely black.
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Adam Trachtenberg
December 10, 2014 at 3:58 am in reply to: Hiding fractures in a transparent object prior to collisionNitroblast is great and takes care of the refraction issue. A little complicated but Lazaros provides video tutorials that cover every function.