Forum Replies Created

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  • Brian Jones

    November 21, 2015 at 10:30 pm in reply to: Rotating Pendulum.

    the spline deviation (the straighter bit at the beginning I’m guessing you mean) can’t be removed with it still a parametric object, you have to make it editable and adjust the first points bezier a bit.
    The Tracer is easier for making a straight connection between two objects and doing it between nulls makes the offset to the bottom of the cube easier (one null as a child of the cube and one a child of the sphere – though it does really need the null as the child of the sphere, the sphere could be used by itself).

    Rotation of the sphere, depends on the connection, if the line is solidly attached at both ends (no swivel joint) it shouldn’t rotate at all.

    Helix should be more of a bowl for realism as the length of the connector should be constant.

    9487_pendulumtrial.c4d.zip

  • Brian Jones

    November 20, 2015 at 4:01 pm in reply to: Alpha channel visible through hair object

    it goes away with the Physical Renderer which has a number of differences with hair (first you will notice is render time for hair is a lot longer) check out Hair/Hair Limitations and Hair and the Physical Renderer linked from there in the help. I don’t know if there is a way to stop it in the Standard renderer.

  • Brian Jones

    November 17, 2015 at 6:42 pm in reply to: Question about auto snapping tool….

    it sounds like you have Enable Quantizing turned on

  • Brian Jones

    November 17, 2015 at 5:49 pm in reply to: Set Point Value Subdivision Issue

    you should be able to select points and just enter 0 (whichever axis) in the Coordinate Manager

  • in the OBJ Import dialog Try setting General/Splitting to Materials – different placement but a quick test makes it look like the materials are in the right place

  • Brian Jones

    November 17, 2015 at 5:20 pm in reply to: Issue with Sketch and Toon I can’t solve

    part of the problem is the parts of the body mostly have at least one poly with inverted normals, if the normals are aligned (all the fronts faces pointing outward (or all the back faces out, it doesn’t matter as long as they all are pointing the same direction)) that gets rid of the gaps in the Outline lines (and weird angles if Hidden materials are used)
    otherwise it’s just a matter of using the sketch setting and a Style Tag with Mix set to Add in the Main tab
    (red outline just for visibility while testing)
    9471_stheavyoutinetrial.c4d.zip

  • Brian Jones

    November 17, 2015 at 4:56 pm in reply to: Making an assembly happen via Mograph?

    I think so (Adam might know something different), but the effector could still be used to control timing and order – you could animate all the objects together (if they all occupy the same space, just select, keyframe) and it’s the cloner that separates them. The same setup works on separately animated objects as well as one cloned object.

  • Brian Jones

    November 17, 2015 at 4:00 pm in reply to: CV-ArtSmart not importing artwork

    don’t know then, I don’t have Illustrator that new so can’t test, I’d ask on the Cineversity forum

  • Brian Jones

    November 17, 2015 at 3:38 pm in reply to: CV-ArtSmart not importing artwork

    latest version of ArtSmart (2.7)?

  • Brian Jones

    November 17, 2015 at 3:17 pm in reply to: 4K vs 1080P Render Times

    yeah, get used to the render times 4k is twice the size of 1080 (slightly larger if DCI 4K is what you are doing – 4096 wide rather than 3840) and it’s twice the height so 2×2 it’s 4X as many pixels to render – that’s actual render time – preparation time (the dynamics, X-Particles, Turbulence FD, etc) should remain the same.

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