Forum Replies Created

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  • AndrĂ© Irniger

    November 23, 2011 at 1:01 am in reply to: Looking for a Plugin to create HUDs

    Ok, thank you, I’ll have a look at it.

    Cheers,
    André

  • AndrĂ© Irniger

    November 21, 2011 at 5:06 pm in reply to: Looking for a Plugin to create HUDs

    Hy there,

    sure, me too.

    But I explicitly asked for Plugins to do the same work. It is a matter of time, I am not too fast with AE, so it would be nice to have like a small library or a tool to generate the HUDs …

    Thank you,
    André

  • AndrĂ© Irniger

    March 3, 2011 at 6:35 pm in reply to: Suggestions on making flying ribbons

    Hello,

    I think the only things you need are:
    – A spline for a path
    – A small simple Spline for the shape (for example a 10×2 Rectangle) or maybe just a two point spline.
    – An “Align To Spline” Tag to make the simple spline follow the path.
    – A MoGraph Tracer Object which will trace the path of the small spline. This will give you the Shape you are after.
    – Now you can use the spline generated from the MoGraph Tracer in a Sweep-NURBS for example to “materialize” the trace.

    Make sure to choose the subdivision of the shape to trace and the spline-path wisely, as you can create very heavy objects really fast.

    Also make sure to check out the Tracer Object Help (many options) and the Help for the “Align to Spline” Tag. Probably you want to enable the “tangential” checkbox on the Tag.

    Cheers,
    André

  • AndrĂ© Irniger

    February 8, 2011 at 5:36 pm in reply to: projection mapping a shoe

    Hy there,

    [dan sforza] “I need to texture a shoe quickly. Does anyone have a good technique for projection mapping textures on to a shoe?”

    Actually, you already say what technique you want to use. In your case “projection mapping”. There is no difference in mapping a shoe or a car.
    There are a lot of tutorials out there which explain camera mapping. Look for one of these.

    Now, what is a good technique ?

    Think this really depends on your model, your textures, the way you use the object in your scene (still, animation, close-up …). I do not often use projection, but for a shoe, I would go with the usual mapping techniques like UVW-Mapping. There too, you can find many tutorials on the net.

    Cheers,
    maxx

  • AndrĂ© Irniger

    February 8, 2011 at 5:27 pm in reply to: attaching objects to a deforming mesh

    Hy Neil,

    this is a solution which costs a bit, but it does exactly what you want and … a lot more. The very first component described in the (german) tutorial here shows you how it works.

    https://www.remotion4d.net/tutorials/GeoTools_Tut1/geotools1.html

    If this is too oversized, maybe check-out xsPolyInstance:

    https://www.xsyann.com/

    xsPolyInstance should be able to get the job done too. I didn’t use it myself but I think the name already reveals what it will do.

    Cheers,
    André

  • AndrĂ© Irniger

    February 7, 2011 at 3:52 pm in reply to: Exported uncompressed AVI looks wrong in PPro

    Hy there,

    yes, I know quicktime. But I would like to clear up the Color-Profile-Problem (if it is one), to be sure I know what is happening “under the hood”. I don’t like ignoring such an outcome, but rather understanding why it happened in the first place.

    Thank you anyway,
    André

  • AndrĂ© Irniger

    January 27, 2011 at 6:11 pm in reply to: Render in C4D, but not when saving

    Hello,

    [Kelly Johnson] “I have a custom setting of 8000K on the white balance. Could the darker color lights (RGB: 100, 100, 100 and the lightest one at 200,200,200) be causing something weird?”

    No, the lights can’t make up the problem you describe.

    [Kelly Johnson] “Ok… I hit render and it does in within C4D. I set a path and render to save and it only renders a background.”

    You need to give some more details. Maybe you can strip your scene and post it ?

    What exactly do you mean by “a background” ? Which one ? Is that background seen by a different angle (ie. not the one you expected) ?

    Your render output is normally given by the active camera. Except you use the render-queue, where you can choose a different one. Another exception is the case where you use a stage object.

    Regards,
    André

  • AndrĂ© Irniger

    January 27, 2011 at 6:02 pm in reply to: Software and Hardware Renders render viewport

    Hy there,

    the Cinema help can be quite useful:

    – Full Render: CINEMA 4D or Advanced Render render engine will be used
    – Software Preview: CINEMA 4D will render the scene as it looks unrendered in the Viewport
    -Hardware Preview: CINEMA 4D will render the scene as it looks unrendered in OpenGL display mode. If this
    option is selected an Options menu will appear in the left column of the Render Settings menu.

    Cheers,
    André

  • AndrĂ© Irniger

    January 27, 2011 at 5:41 pm in reply to: animated wave/bend/deformed stripes in cinema 4d

    Hello,

    here is a nice tutorial about the text building up exactly the way it looks in the video.
    I think the Gorilla did some more tutorials about stripes, check out his page.

    https://greyscalegorilla.com/blog/2010/02/cascading-text-with-cinema-and-aftereffects-part-1/

    Cheers,
    André

  • AndrĂ© Irniger

    January 25, 2011 at 2:32 pm in reply to: Fresnel

    [craig whit] “How I’m understanding the render is that the Fresnel gradient isn’t driving the transparency of the HDRI map, but actually placing the black and white colors on top”

    Hy there,

    hmm, I don’t understand your question fully. But the Fresnel does not overlay any black or white.

    The fresnel will do the following:

    It allows any attribute to vary according to the viewing angle. That means, if you have a fresnel in the transparency channel, things will look more transparent (now this depends on the black-white distribution in the fresnel) if you have a more perpendicular view and more opaque if the angle is steep. You could invert the effect with exchanging white and black in the gradient.

    Cheers,
    André

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