Forum Replies Created

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  • Brian Jones

    May 22, 2019 at 9:19 pm in reply to: Jpeg sequence not working when rendering C4D R19

    perhaps too late now but for future info, jpegs should work but when using images it’s necessary to click on the image name in the texture, which should take you to the Bitmap Shader dialog, and then hit the Calculate button in the Animation tab there (or enter the Start and End Frame numbers yourself) to let it know what images are being used. That all assumes the image files are named sequentially.

  • Brian Jones

    May 10, 2019 at 5:49 pm in reply to: Connect a symmetrical spline

    only use one Symmetry object, put the loft in that, like this.

  • Brian Jones

    May 9, 2019 at 9:29 pm in reply to: Grey blank C4D view port on start up

    it returns if you change to the Startup Layout?

  • it’s the same as he does, select the points you don’t want to move (on the top) and hide them (Select/Hide Selected – from the menu or the V key popup Select). Then select only the two points at the end on the bottom and do a Move with Soft Selection at Needle (same as his sharp) and All.
    When you want the hidden points back do a Select/Unhide All

  • Brian Jones

    May 8, 2019 at 12:03 am in reply to: Apple in a Food Processor simulation

    I would be trying to use Connectors and/or Geometry Glue in the Voronoi Fracture

    https://vimeo.com/247845569

    the fallback would be make the original fracture editable then place the two bits you want to break more in their own fractures.

  • try checking Constrain in the fillet settings, that limits the fillets to the size of the original spline rather than expanding outward like the default. That can’t fix everything though, if the angles are too tight nothing other than reducing the radius will work, the fillet just starts to intersect itself. That’s probably what you are seeing.

  • not that I know of, not easily like it sounds your program will do. It’s possible to snap objects and is easier with points (if all of an objects vertices are selected the whole object can be snapped to anything). Dynamics could possibly be useful but like the snapping it would have to be setup, it depends on how your workflow is actually going.

  • Brian Jones

    May 3, 2019 at 2:09 am in reply to: Xparticles and dynamics

    you may have to post the scene file, but — xp and dynamics are different sim systems so won’t cooperate. If you have rigid body tags on generated objects (editable or parametric doesn’t matter) the dynamics will take over the particles will still move where xp takes them but the dynamics will move the objects once they are born. If you want to see what the Dynamics are going to do you have to generate the particles while testing, if you have the xp doing things to the particles stream but you want collisions you have to use the collisions system in xp.

  • Brian Jones

    April 28, 2019 at 7:22 pm in reply to: XP render with Spherical Camera (VR 360)

    I’d guess the XP material is like (or based on) the Hair/S&T renderer and won’t render in the spherical camera (it’s a limitation). You might have to use an xp generator to get something ‘real’ to render, the xpSprite object would look the same but render.

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