Forum Replies Created

Page 21 of 508
  • Brian Jones

    June 25, 2019 at 3:00 pm in reply to: adding random values to voronoi fracture elements

    VF elements a dynamics tag = Voronoi Fracture elements with a dynamics tag? If that’s correct, fractures fit together really tightly so how could you add different initial velocities to the pieces? They would just get stopped by their neighboring pieces. Are you looking to randomize the break-up the fracture?
    If that’s not it at all what are you trying to do?

  • Brian Jones

    June 20, 2019 at 9:22 pm in reply to: noob question about sweep nurbs

    I see, you really are using only two splines in a Sweep (without using a Rail Spline) the functionality is

    Sweep
    – spline (spline that gets swept)
    – spline (along this spline)

    Because your splines are not at the origin point it looks offset from the ‘along this’ spline. What you want (I think) is not a Sweep but a Loft. If you put two splines in a Loft it will make geometry to join the two.

  • Found it, in a standard material you can just add a Mograph Color Shader (set to Color in Channel) and that seems to do it

  • with a Node material you can pass the color from a MoGraph node (in the Info group) into the color of the BSDF node and get the Field color remapping. I don’t know how to do it in standard materials

  • Brian Jones

    June 20, 2019 at 5:14 pm in reply to: noob question about sweep nurbs

    post the scene file please

  • Are you using Volume distribution in the cloner?

  • a deformer that’s at the same level as a number of objects should affect them all equally (like a Bend) or across them all (like Bulge). If your objects are in a null with the deformer it should work but it will depend on the setup of the scene.

  • Brian Jones

    June 15, 2019 at 6:51 pm in reply to: Image Texture is distorted

    unfortunately your image covers the most important info – what is the Texture Tag/Projection set to? if it’s UVW your UV’s are kind of goofed from the construction if it’s somethings else it should probably Flat or UVW (depending).

  • Brian Jones

    June 12, 2019 at 2:24 pm in reply to: How to Bake/loop dynamic swim

    yes, that was it. Note that when you Bake (assuming from 61 to 102) make sure you have played through to frame 61 – I don’t know if it’s absolutely necessary but it ensures the first frame of the bake is correct.
    And a note about animation of a character with a lot of mesh detail – it’s generally better to make a character with a minimal mesh and use SubD to smooth that. It makes it easier to weight bones if you have fewer vertices to control and in this case baking to PLA isn’t such a weight in file size.

  • Brian Jones

    June 12, 2019 at 12:43 pm in reply to: How to Bake/loop dynamic swim

    I’m not going to have time to look at it for a bit but I’ll bet you need to drag the Time track into the Time Track slot of the PLA track in the Timeline. It’s done that way so you can have multiple Time tracks and animate between them or have one Time track affect one set of parameters and another affect something else in the object etc. Powerful but it means you have to drag the time track into the PLA Time Track slot… then it should affect the PLA.

Page 21 of 508

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy