Forum Replies Created

Page 87 of 494
  • Adam Trachtenberg

    August 13, 2014 at 4:08 am in reply to: Deformer and Soft Body Question

    Put the mesh in a connect object and then put the soft body tag on the connect object.

  • Adam Trachtenberg

    August 12, 2014 at 1:26 pm in reply to: Cinema 4D 2d work import !!

    You can place bitmap sequences in materials with alpha and then map them to planes or other objects, if that’s what you mean.

  • Adam Trachtenberg

    August 10, 2014 at 4:54 pm in reply to: Mocap equipment for cinema?

    Our own Arndt Von Koenigsmark is working on a very cool system for Cinema: https://www.mocatch.com

  • Adam Trachtenberg

    August 9, 2014 at 10:45 pm in reply to: Texture – Sculpting issues

    In some cases you may want to bake down to the second or third subdivision level, too, instead of baking all the way down to the lowest level. That way, if you’re using existing UVs, the resulting UV maps will be closer to the displaced result.

  • Adam Trachtenberg

    August 9, 2014 at 1:06 pm in reply to: temporal vs spatial curves

    Again, the answer is no — there is no way to adjust the shape of a position f-curve without affecting the position. If you want to leave the position unaffected but adjust the timing, the way to do that is with a time track.

  • Adam Trachtenberg

    August 9, 2014 at 2:40 am in reply to: temporal vs spatial curves

    The shape of the position curve reflects the shape of the trajectory. If you change it then you are changing the trajectory.

  • Adam Trachtenberg

    August 8, 2014 at 10:03 pm in reply to: Texture – Sculpting issues

    You should render bigger maps. 512×512 is way too small. And they should be rendered at 32 bits, or 16 bits at minimum.

  • Adam Trachtenberg

    August 8, 2014 at 9:56 pm in reply to: Texture – Sculpting issues

    The UV mesh should deform as you deform the object. If it didn’t your textures would be distorted. For best results when baking I would activate optimal mapping in the bake options.

  • Adam Trachtenberg

    August 8, 2014 at 3:02 pm in reply to: temporal vs spatial curves

    Regular keys represent a specific value — X position for example — at a particular time. If you adjust an fcurve point up or down you are setting a different position at the same time. If you move a point right or left you are changing the time that the object arrives at the same position.

    If you want to keep the same motion and only adjust the timing, then the time track is what you want. Time tracks are very powerful.

  • Adam Trachtenberg

    August 8, 2014 at 1:07 pm in reply to: Sound Effector and shader effector

    Make sure that position, rotation, and scale are unchecked in the Shader Effectors parameters tab.

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