Forum Replies Created

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  • No problem Ron, glad I could help, good luck with your projects Thumbsup

  • Hi, my apologies, late working etc, then when I get home I remember I wiped my mac recently so didn’t have C4d! So, this is made with the R23 trial. Very basic but I guess you can see what I’m getting at. The stretch parameter is within the IK tag. You would also need to add maybe more joints and constraints to allow the IK target to rotate the wrist, or more joints to have more granular control of each section. Shout back if I can help further

  • If I read you correctly, rather than using an IK directly on the geo, create a joint based rig, at least one joint per piece of geo, parent the geo to the joints (parent/child or use constraints) then use IK on the joint chains. Doing it this way also lets you make the ‘bones’ stretch while not deforming the geo, so the spacing between the bits of geo move apart as expected. I can give you an example if you need it

  • split function in the rightclick menu when you have the polys you want selected. This creates a copy.

  • Andy Kiernan

    November 2, 2020 at 10:59 am in reply to: “Black dots”

    They are, I think, the anchor points of various objects in your scene, most likely nulls. You can turn off the display of them in each of their settings in the AM. But they don’t render by default so perhaps just ignore them?

  • Andy Kiernan

    October 23, 2020 at 10:56 am in reply to: Robot mouth animation synced to a voice track

    Ha yeah thats how i think about it too, like a precomp. If i can get stuff into the mograph module, i will!

  • Andy Kiernan

    October 21, 2020 at 1:39 pm in reply to: Robot mouth animation synced to a voice track

    I may be wrong but if you put the mouth geo into a fracture object, left at ‘straight’, then apply the sound effector to the fracture object, you should get what you need.

  • Andy Kiernan

    September 29, 2020 at 7:06 pm in reply to: Textures Slipping on Objects

    If the ‘blood streaks’ are created using a noise in a texture channel, then it’s possible that the noise is in world space, so the object is moving through it. Find the noise and change it to local/object space and it might fix it.

    Or try out different mappings on the material tag

  • Andy Kiernan

    September 28, 2020 at 8:25 pm in reply to: Texture moving surface

    Thank you for that, its a great shout. I do need to keep it fairly accurate so it gives the impression that the ‘liquid’ is almost painting on the actor’s texture as it moves up. But I am going to try and fake a liquid sim with fields and whatnot, so then able to use your solution and still be fairly accurate. I’ve no idea if I can actually do it mind!

    Apologies for not responding I got pulled onto something far less interesting.

    Thanks!

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