Forum Replies Created

Page 92 of 494
  • Adam Trachtenberg

    July 17, 2014 at 2:07 am in reply to: Texturing a curved road

    Glad I could help.

    Obj format preserves the geometry. The only thing that isn’t supported by Cinema is material export, though of course UVs are imported and exported fine.

  • Adam Trachtenberg

    July 16, 2014 at 9:21 pm in reply to: Texturing a curved road

    1. I always export to wavefront (obj.) when going to UVLayout. Then export back the same way. Cinema will open .obj files in a new scene, or you can merge them into existing Cinema scenes.

    2. The UV changes you make in UVLayout translate to Cinema, no problem.

    3. Yes, in this case Cinema has no facility to easily straighten curved UVs, but UVLayout has lots of other advantages (symmetry, alignment, stacking, etc.).

    4. You can weld caps to the geometry by using the Mesh>Optimize command.

  • Adam Trachtenberg

    July 16, 2014 at 5:47 pm in reply to: NB: Scaling an animation path

    [Toby Hallam] “Scaling within a null and using the object mode is fine, but it does not scale an animation path.”

    Actually it does scale the animation path, but the scale project function works fine, too.

  • Adam Trachtenberg

    July 16, 2014 at 4:42 pm in reply to: Texturing a curved road

    Unfortunately there’s no easy way to do that in Cinema 4D; the UV tools are a bit primitive, I’m afraid. When I have complex UV editing to do I use a third party program called UVLayout. Fortunately for you, I took a few seconds and straightened out your UVs for you. 🙂 It literally takes a few seconds in UVLayout whereas it would take hours and hours in C4D.

    You can’t copy the sculpting tag from one object to another, so what you’ll have to do is merge the attached object into your scene. Then delete the UVW tag from your road object and drag the UVW tag from the imported object to your road. Then you can delete the imported object.

    File: 7751_7745truck.normalroad.obj.zip

    For future reference, the best way to deal with this kind of situation in C4D, IMO, is to create the geometry with a sweep nurbs. That way you’ll be starting out with straight UVs. If you need to push and pull points to get the exact shape you need you’ll still have relatively straight UVs when you finish.

  • Adam Trachtenberg

    July 16, 2014 at 12:40 pm in reply to: Cinema 4D unable to move extruded geometry

    First thing I would do is try copying the object and pasting it into a new scene. That will rule out whether or not your scene file is corrupt. If that doesn’t do it, check to make sure you haven’t done things that will prevent translation:

    * no protection tag on object;
    * axis locks aren’t enabled in the interface (x, y, z icons) or on the object (axis arrows show the correct colors);
    * the object isn’t on a locked layer;
    * there’s no tag or Xpresso preventing movement.

  • Adam Trachtenberg

    July 15, 2014 at 5:04 pm in reply to: Blotchy Glow Texture Problem

    Hard to say without seeing the file. First thing I would try would be to eliminate the refraction and see if that’s the problem.

  • Adam Trachtenberg

    July 15, 2014 at 5:02 pm in reply to: Flicker-Free left to right movement

    I don’t see flashing when I render it here. Maybe it’s got something to do with your interlace settings? Why are you rendering interlaced, anyway?

  • Adam Trachtenberg

    July 15, 2014 at 4:05 pm in reply to: Too much render space (1min>75Gb)

    It doesn’t seem out of line given that you’re outputting multiple passes of uncompressed 720p footage at 16 bits.

  • Adam Trachtenberg

    July 14, 2014 at 11:30 pm in reply to: PNG transparency on an invisible plane

    My guess is that you don’t have any light shining on the back side of the PNG plane, so the background is just reflecting darkness.

  • Adam Trachtenberg

    July 14, 2014 at 9:13 pm in reply to: PNG transparency on an invisible plane

    Create a material and load your png into the alpha channel. Then place the material on the plane.

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