Forum Replies Created

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  • I have, but I’m unable to move this file.

  • Hi Adam,

    the problem is that the MoGraph Selection doesn’t appear to work with a cloner inside a cloner.

    My project is based off a radial cloner of floating advertisements and having that placed within a cloner of its own.

  • Brett Celinski

    March 12, 2012 at 6:46 pm in reply to: Futuristic Doom Cogwheel tracer tunnel

    Hey there Brian. Well, all those months ago my solution got a fairly satisfying effect, but I think I never got the gist of your post or even read it correctly since you said it never mentioned a tracer.

    Well, I’ve come to regret using the tracer because it’s such a stubborn and inflexible tool. My animation is quite long and huge and there is no interactivity really possible with the tracer.

    Could you expand on what you mean by just radial cloners and effectors?

  • No, that must be it, then. Seems like a rather rigid requirement to me though. Can I just duplicate and save the same textures under different filenames for a workaround?

    Also, what is the total number of clones though? The clones inside each individual cloner, or the total sum of all clones in the top cloner? That would be a bit ridiculous.

  • Thanks for the response! I’ve changed it to color brightness, use alpha/strength and sorted in the random effector and I still get repetition of the same textures however.

  • Thank you for your insight and knowledge. Saving this thread for future reference.

  • Brett Celinski

    March 8, 2012 at 10:39 pm in reply to: Randomizing shaders on clones using Multi Shader

    I am having a similar problem. I am using a linear array of radial cloners in a tunnel formation. I have a multi shader but it appears to sort the same textures close to one another. I have a random effector for each cloner and have tried the solutions here but to no avail.

  • Thank you for your response!

    I am not using any spline for the camera. Just a target camera and two keyframes. See, most of the interest is obviously the sweep nurbs tunnel (think of a fractal type pattern made by the tracer and a radial cloner. I inquired about that a month ago or so on this same forum and was able to make a great effect). So my aim is to keep that interest and not have the camera leave it behind too quickly so I suppose I know my answer in broad terms but would like a better starting point in terms of spline type and curve manipulation in the timeline.

    Otherwise linear seems fine for the end speed, but I am also looking for a ‘0-to-60’ motion for the gradual speed gathering in the beginning seconds so I suppose the trick can be done with just two frames and curve manipulation. Would attaching to a spline be a better option, or removing the camera target?

  • Brett Celinski

    March 5, 2012 at 4:22 am in reply to: C4d and AE framerates not matching

    Here was my solution for this:

    In the timeline hit alt+a, go to View > Goto Main Level. Select the keys in the ‘Summary’ portion at the top and move them to the beginning of the timeline. Then choose “Exact Frame” for your animation in the material menu (clicking on the texture drop down for the material).

  • Brett Celinski

    February 28, 2012 at 8:35 pm in reply to: Animation window timeline weirdness with layers

    Just responding to my own post for anybody with this problem. I’ve come to these conclusions:

    1. most likely a graphics card issue. If you have a big scene it will have trouble displaying in the viewport
    2. you may have a Texture tag on your layer that isn’t needed. Removing that has helped.

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