Forum Replies Created

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  • Brian Jones

    January 24, 2009 at 12:44 am in reply to: Mograph vewport realtime update

    It does update before you add a keyframe but after that first keyframe, no refresh until a new keyframe, maybe there’s a technical reason but I don’t know why.

  • Brian Jones

    January 23, 2009 at 4:13 am in reply to: Mograph vewport realtime update

    a simple test here – cube in a Cloner set to grid in a Cloner set to grid – I can set object and Transform parameters in the child Cloner and they update in the viewport and show in animation. Though the viewport doesn’t update until I actually record the keyframe…

  • Brian Jones

    January 23, 2009 at 1:28 am in reply to: Mograph vewport realtime update

    what parameters are you trying to animate?

  • Brian Jones

    January 22, 2009 at 12:59 am in reply to: Creating multiple instances

    2) with Mograph use a Cloner, without it probably Functions/Duplicate

  • Brian Jones

    January 22, 2009 at 12:51 am in reply to: Relief object subdivisions

    if you have MoGraph can use the Displace Deformer but you’d have to drop the sub poly and use a HyperNurb to do the extra subdivision

  • Brian Jones

    January 21, 2009 at 12:34 am in reply to: Relief object subdivisions

    if you use sub-poly displacement you can set higher subdivisions there instead having to set higher segments (or you can toss it in a HyperNurb)

  • Brian Jones

    January 20, 2009 at 11:10 pm in reply to: Relief object subdivisions

    10.5 has a limit of 4000, sorry don’t know a solution (other than displacement of a plane)

  • Brian Jones

    January 20, 2009 at 1:42 am in reply to: countdown

    check out this thread from a bit earlier https://forums.creativecow.net/thread/19/864294

  • Brian Jones

    January 17, 2009 at 7:30 pm in reply to: TP and Mograph Question

    add a Mograph Matrix object, set it to generate Thinking Particles and set the TPGroup to Group1. Set the Matrix settings first as it’s resource intensive. If anyone knows a more efficient way I’d go with that.

  • Brian Jones

    January 15, 2009 at 12:56 am in reply to: animated sweep

    The SweepNurb uses the order of points in the spline the shape spline (in this case text) is being swept along. So if the sweep spline is parametric check the Reverse checkbox in the Object properties, if the sweep spline is editable go to Structure/Edit Spline/Reverse Sequence.

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