Forum Replies Created

Page 78 of 494
  • I would just keep a copy of the unfractured object and keyframe visibility to swap them out when the fracture starts.

  • Adam Trachtenberg

    December 5, 2014 at 6:04 pm in reply to: Open/Close wallet

    I would use a bend deformer instead of joints for this. Much simpler. Example: 8271_wallet0008benddeformer.c4d.zip

    If you do want to use joints you probably don’t want to use IK. Instead you’d just keyframe the rotation of Joint2. Either way you also have to weight the joints to the mesh (both wallet and bills). I can’t remember when Maxon changed the system, but in R16 you also have to add a skin deformer to each mesh.

    The bills won’t bend properly as it stands because you only made the cuts on the front side.

  • Adam Trachtenberg

    December 5, 2014 at 2:01 pm in reply to: Tile 6 textures to a sphere

    A bitmap that size would consume an enormous amount of RAM. I guess the performance hit would depend on how much RAM you have installed.

  • Adam Trachtenberg

    December 5, 2014 at 4:38 am in reply to: AO and Glass

    Another possibility would be to use the Effects>AO shader in your floor material’s diffuse channel instead of using the render effect. Or … you could use the post effect and enable the “evaluate transparency” option. But that may result in too little effect. Or … you could use the post effect but cheat a bit by adding a white knot at the far left of your AO gradient and moving the black knot to the right, probably somewhere between 5-10%.

  • Adam Trachtenberg

    December 4, 2014 at 10:59 pm in reply to: Tile 6 textures to a sphere

    The way to go about it would be to assemble the eight individual tiles into a single gigantic texture (4 columns x 2 rows). Then it would automatically map to the default sphere primitive. NASA actually provides such an image, albeit at a lower resolution.

  • Adam Trachtenberg

    December 4, 2014 at 12:52 am in reply to: Physical Sky: Soft shadows on a cloudy day?

    I would turn off shadows in the sky object and use the ambient occlusion effect. You could also create a shadow-only rig by cloning lights on a hemisphere.

  • Select the material and check the “animate preview” box in the material’s Editor tab.

  • You must have enabled World Coordinate System mode. That’s the icon just to the right of the XYX lock icons, or W for the shortcut key.

  • Adam Trachtenberg

    December 3, 2014 at 3:58 am in reply to: Easiest way to hide a wall in render?

    Best way is probably to use a Display Tag on the wall object and animate the tag’s visibility parameter. You could even use a little basic Xpresso to tie the fade to camera’s distance to the wall.

    Example: 8259_wallfade.c4d.zip

  • Adam Trachtenberg

    December 2, 2014 at 10:51 pm in reply to: Set initial state on a cached soft body?

    Just bake the dynamics and then, when you get to the frame you like, delete the dynamics tag.

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