Forum Replies Created

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  • Andy Kiernan

    September 9, 2023 at 9:27 am in reply to: Searching for unused plugins by ID number?

    Sorry man, yer my answer was just restating your question! I had a quick look into it, although difficult as i have both RS and octane, I cant find any in built function that would do this, as im sure youve found the asset managers dont display such things. I guess you could do it with python, a search and destroy sort of script, but I dont know how to do such things!

    Good luck, sorry I cant be of any help

    AK

  • Andy Kiernan

    September 8, 2023 at 3:44 pm in reply to: Searching for unused plugins by ID number?

    they look like octane texture nodes, have they been copied in to the RS materials somehow?

  • Andy Kiernan

    September 8, 2023 at 3:42 pm in reply to: best way add JOINTS [[bones]]

    The easiest place to start, i think, is the character object, its a sort of auto rigger. You define what youre after (biped/quad etc…) then add the parts of skeleton you need, adjust and bind, all in the object. Then you can select the weights tag and correct any odd weights.

    Other than that im no use to you on character rigging!

    But, from my under standing.. Distance, applys weight via a distance threshold around the joint, how far from the joint the mesh points are.,.. Heat map, uses a similar method but with different fall offs,,, and volume would take into account the volume of the geo around the joint to apply weights more evenly. Each is good for different situations.

  • Andy Kiernan

    August 30, 2023 at 11:25 am in reply to: Shared copies of keyframes

    I dont think you can do exactly that, but what you could do is link the 2nd layers value to the first, which you key frame. Alt click on a property, then use the pickwhip to link.

  • Andy Kiernan

    August 26, 2023 at 7:27 pm in reply to: Reactive magnetic waves

    I’ll have a stab at it since no one has tried! I did something similar for a medical thing, although interaction was minimal.

    I used primitives and a volume builder to make the shapes of the waves and an improvised fresnel shader in octane (basically a gradient in the opacity/ alpha). The idea is that you only see the edge of the shapes you build so it’s a line, like you want.

    Multiple versions of this, to build out your lines, and use either deformers or dynamics to interact with your waves.

    Once you are happy with it all, take it to AE and make the lines look how you want, lots of glow or what ever, or use them as a source of emission for particular.

    You mentioned a spherical field, but I’m not sure what you mean by all that, hopefully, I’ve not misunderstood what you’re after.

    Hope this helps.

    AK

  • Andy Kiernan

    August 22, 2023 at 3:01 pm in reply to: Scaling Layer with Lights – Please help!

    Dont be so hard on yourself! Thats why Creative Cow forum is so useful, saved my bacon many times!

  • i just spotted the mp4, another thing to check is the collision margin.

  • generally, this kind of thing can be addressed by making sure the scale of the scene is correct (I think, c4d prefers things to be more than 10cm, maybe even bigger to calculate correctly although maybe someone with more brains than me can offer an opinion!) , and also increasing the sub-steps etc for the sim.

    I apologise i didnt look at your scene, although thanks for providing, I just cant download at the mo.

  • Andy Kiernan

    August 21, 2023 at 11:26 am in reply to: Scaling Layer with Lights – Please help!

    Im guessing the BG layer is a 2d layer? One solution may be to make it a 3d layer and use a camera to move in on Z, rather than scaling, if the lights are close to the BG then they shouldnt move out of position (by much, anyway).

    Someone smarter than may may be able to tell you how to use a space transform so you can scale the/move the lights (3D) as you scale the BG (2D)

  • Andy Kiernan

    August 13, 2023 at 4:45 pm in reply to: Z-Depth Matte for Trapcode Particular Sphere

    i think theres an option to cull particles with a min and max distance, might do the trick. I dont have particular here, but i think the setting is in the render tab

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