Forum Replies Created

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  • Brian Jones

    March 21, 2019 at 4:45 pm in reply to: Rotation in all axis issue

    I don’t have time to watch the video at the moment so maybe it’s in there but just in case… you can also use Freeze Transformation and then only rotate it around the one axis – I would only keyframe one if I only wanted to rotate it around one.

  • Brian Jones

    March 21, 2019 at 4:00 pm in reply to: Rotation in all axis issue

    this video shows what is going on, I think https://www.youtube.com/watch?v=_gPtD9XHIWs

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  • Brian Jones

    March 15, 2019 at 10:50 pm in reply to: MOGRAPH: cloning from one object to another object

    this is maybe a good example https://www.youtube.com/watch?v=9jWVxSPdmTU

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  • Brian Jones

    March 15, 2019 at 4:20 pm in reply to: Cloned Objects Don’t Hit the Floor

    best guess for the separation is Collision Margin but it would help if you posted the scene file.

  • Brian Jones

    March 15, 2019 at 3:01 pm in reply to: How to easy seam in Cinema 4D

    that’s a demo video of the plugin Seamilar. I haven’t used it but I know there was a first version in python and a second in C++, I don’t know which that is.

  • Brian Jones

    March 15, 2019 at 2:53 pm in reply to: Problems when moving camera out of null object.

    I would try scaling the camera track directly with the Animation Tool instead of the null scaling thing

  • Brian Jones

    March 15, 2019 at 3:06 am in reply to: Cloner animation offset problem

    Hi Jim, his question got answered on CGTalk (do a PLA bake of the cubes in the timeline – Functions/Bake Objects – with Bake Expressions, Position and PLA checked) but for what it’s worth the reason is that using an effector like that to delay clones animation works if the clones have some animation applied directly to the clone. In this case the clones are controlled by the Align to Spline tag expression which will not be modified by the Step effector but PLA animation will

  • Brian Jones

    March 15, 2019 at 2:46 am in reply to: Cloned Objects Don’t Hit the Floor

    there’s a lot going on, perhaps you will need to upload your scene file but in the Dynamics tag there is Collision/Size Increment, that’s 0 by default but if it was increased that could be a problem. And in Mode/Project/Dynamics/Expert there is Collision Margin, that is set to 1 cm by default which with the default capsule size of 200×100(diameter) is not noticeable, however, if you made your capsules a real-world scale 1 cm is way too big and you will have to scale that back. As for the rocketing, that can be a bunch of things, you get that with objects interpenetrating which is usually solved by increasing the Steps per Frame and Iterations in the Project/Dynamics/Expert settings or just too much energy in your dynamics – lower Bounce and set Collision Noise to 0, collision noise is great for making a dynamic sim be random but with a lot of bounce too it can just be introducing too much energy for things to stop or so much they start to jump around.

  • Brian Jones

    March 13, 2019 at 6:29 pm in reply to: how to model a Human filled with plants

    I don’t really know probably but – the last image is plants on a surface rather than in a volume. That kind of thing is easier, with a number of tutorials for planting objects and some plugins for painting objects on a surface (or MoGraph set up the right way). If you are looking for that look, check out tutorials on ground cover (even grass tutorials would be a start). Details like lips, eyes and ears might be only possible via careful placement by hand though. It all depends if you want that last image’s ‘fuzzy’ look though. Or do you want a smoother surface?

  • Brian Jones

    March 13, 2019 at 6:17 pm in reply to: Crispy Render / Volume Builder

    it depends on the Voxel Size of the Volume Builder, the Voxel Distance and Iterations of the Smooth Layer and the subdivision of the object(s) being used in the volume builder. Particularly the voxel distance in the smooth layer, bigger smooths more but slows it down. All depending on the way the scene is constructed.

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