Forum Replies Created

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  • Brian Jones

    August 1, 2020 at 7:44 pm in reply to: Zoom in & distort the shape.

    judging by the focal length of the camera in your image (294.098) I’m guessing that you zoomed in (accidentally, it’s easy to do) using the camera’s focal length. Focal length changes cause perspective distortion (changes) which you don’t want .
    There are two ways to make something larger in the screen with the camera, one is to dolly in (the camera moves toward the object) and the other is to zoom (you change the focal length of the camera).
    With the camera Move icon you move the camera left/right up/down with left mouse but if you right click you dolly the camera. With the Dolly icon beside it you dolly in/out but if you right click it zooms, changing focal length – that (at least for me) is where it’s easy to change focal length when you didn’t mean to.
    The shortcut keys 1, 2 have the same behaviour.

  • why not TP Follow Spline?

  • Brian Jones

    July 29, 2020 at 9:25 pm in reply to: Area light visibility in viewport

    in addition, the RS Area Light has a Visible toggle in Redshift Light/General/Area

  • Can’t improve on the Help

    https://help.maxon.net/r21/us/index.html#6291

    but the start of the Sampling portion is a pretty good short version.

    “Use Sampling to control how the texture’s pixels are interpolated. MIP and SAT are the best choices for animation or for objects in still pictures that extend towards the horizon, such as floors.

    Square, Alias 1, Alias 2 and Alias 3 should, in general, be used for still pictures only — they generate crisp, sharp textures, but are too sharp for animation and if animated will be likely to flicker. MIP and SAT, on the other hand, blur the texture slightly to allow flicker-free animation.”

  • Brian Jones

    July 25, 2020 at 8:45 pm in reply to: Bend Deformer and Cloner Object Problem

    Change the Outside Petals cloner Object/Instance Mode to Instance from Render Instance. One of the limitations of the render instance is that is does not respond to deformers.

  • Brian Jones

    July 25, 2020 at 2:24 am in reply to: Dynamics problem

    I agree with Jim, we might have to see the file but based on your description you would want to let the leaves fall and settle (using the “Party’s Over” hints in the help Jim pointed out) then when they are in place stop the play and hit the Set Initial State button the the Rigid Body tag’s Dynamics tab. Then you have your start point, you can go back to the start and you can remove the floor when you want.

  • Ok, working with R21 I found the GLTF exporter at MaxonLabs and exported the test ‘speaker’ I made (Cloner/Sound effector) and exported as GLTF, checking Bake Animation there and the 3D Viewer in Windows sees the animation. Since you are on R22 and I know the exporter is built in now I don’t know if the settings are the same but I got it to work here (or it seems to)
    *edit* missed a step – I Baked the speaker to Alembic first and it was that that I exported to GLTF with Export Morph Animations to Pose Morph (the default – don’t know if that’s important) and Bake Animations checked. *edit*

  • Sorry I don’t (having no .gltf experience or rather the exporter) but it looks like the exporter deals with PLA by using Morph tag targets.

  • the order the Bends come in is important, C4D processes the deformers (like everything else) from the top to the bottom in the stack so you have to keep track of that. To get the bends you want you need to be in Limited or Unlimited mode so each subsequent bend will affect the ones above so the rotations and order have to be tweaked until you get what you want.

  • ah, not as a deformer….
    the mograph cache tag should work if it’s attached to the cloner and that will export to Alembic but I don’t know if that will export to glb/gltf maybe someone else knows. Or knows a way to bake a Mograph Cache tag.
    However, you can still do the something similar by not putting the speaker in a cloner, adding the sound effector as a child of the speaker and setting Deformation in the sound effector’s Deform tab to Point or Polygon
    – the speaker will have to be an editable object
    – the animation would be a different than doing the cloner/effector thing but it will allow you to bake the speaker to PLA (assuming that will export to .glb but I don’t actually know that, I just guess it should)

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