Forum Replies Created

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  • Brian Jones

    October 15, 2005 at 7:44 pm in reply to: Stupid Quesiton

    Yeah, you have to have the Advanced Render module for Caustics

  • Brian Jones

    October 11, 2005 at 8:33 pm in reply to: soft selection can’t preview

    Check ‘Preview’ in the Soft Selection part of the Attribute Manager (with the Live Selection tool active)

  • Brian Jones

    October 10, 2005 at 3:29 pm in reply to: RANGE OF VIDEO

    You have to go to the Timeline window’s Filter menu and choose ‘Show Animated Objects’ from the top group there. That will get your texture Tag keyframes to show.

  • Brian Jones

    October 9, 2005 at 1:27 am in reply to: Day After Tomorrow-like effects sequence with C4D.

    nice

  • Brian Jones

    October 7, 2005 at 9:31 pm in reply to: RANGE OF VIDEO

    Sorry guys.

    Click on the Texture tag
    Check out the Attribute Manager there should be a field called Material which has the current material you placed on the object. That material can be changed and keyframed. Since a video material is just a material with a video in it, you don’t have to change the video in the material you just change the material on the object using the texture tag.

    Assuming you are using a version newer than 7 you just right-click on the word material and choose Add Keyframe in the contextual menu that pops up. The little dot to the left of the word Material should turn red to indicated this value has been keyframed.

    The only problem is that it, by default, it morphs between the two textures so if you want one texture to hold you just have to place keyframes to hold the material until you need to change it

    Check out this example using simple textures. It only morphs when rendered though (do a Preview) not in the editor so don’t be fooled just scrubbing through the timeline…

    https://members.shaw.ca/bdjones/MaterialSwap.c4d.zip

  • Brian Jones

    October 7, 2005 at 12:00 am in reply to: RANGE OF VIDEO

    You can keyframe the Material slot of the Material Tag. Each video is it’s own material, you just keep changing the material when you want.

  • Brian Jones

    October 3, 2005 at 2:51 am in reply to: Modeling the eye..Corneal Flap and glowing textures

    What was I thinking? It’s much easier to swap the order of deformers. The base of the ‘hinge’ needs a bit of work (either more subdivision or better use of the Claude Bonet vertex map) but otherwise…

    https://members.shaw.ca/bdjones/simpleeye2.c4d.zip

  • Brian Jones

    October 2, 2005 at 11:11 pm in reply to: Modeling the eye..Corneal Flap and glowing textures

    [Brett T] “I’m curious how much subdivision /smoothing needs to be done to keep the bending part of the flap looking smooth.”

    The answer to that is ‘enough’.

    I’ve been toying with this a bit and I thought of something new. One bone and a bend deformer.

    https://members.shaw.ca/bdjones/simpleeye.c4d.zip

  • Brian Jones

    October 2, 2005 at 4:26 pm in reply to: Modeling the eye..Corneal Flap and glowing textures

    I’ll take a look at your basic eye but in the meantime here’s the link again… I found if I copied and pasted it worked but following as a link didn’t… wierd

    https://members.shaw.ca/bdjones/eyeslice.zip

  • Brian Jones

    October 1, 2005 at 11:11 pm in reply to: Modeling the eye..Corneal Flap and glowing textures

    I made a cut with the knife and had it Select Cuts -or you could use a standard sphere and not the Icosahedron – then beveled the new cut edges (just a bit) then removed the polys in the bevel. Next I extruded (with caps – or you could use the MakeThicker plugin) to give it a bit of thickness. Check out this. It uses a standard sphere just because it’s easiest. The limitation of this method is the more complex the sphere the more likely there will be problems when you bevel. You have to try it see what you can get away with.

    As for HyperNurbs I just meant drop it into one. The only thing you have to do is give the edges of the ‘cut’ some hypernurbs weighting to keep them sharp.

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