Forum Replies Created

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  • Brian Jones

    January 30, 2018 at 3:23 am in reply to: Rotating Sweep Along a path

    the sweep locks it – if you can’t use a null to move along the spline then rotate the rectangle in that (my quick test didn’t look promising but I didn’t have much time) then you might need to prebuild the shape you want then reveal it with a boole (or texture alpha or something)

  • Brian Jones

    January 30, 2018 at 3:20 am in reply to: Rising from below the ground.

    in 3D terms that’s a very easy way, typically you’d want to make it more complex (chunks of the ground break up and out, particles for dust etc, etc) but that’s not necessary, your way is simple and direct. What kind of effect are you going for?

  • Brian Jones

    January 28, 2018 at 8:01 pm in reply to: Using iterators to feed a sweep

    if you want something other than each spline in the group being swept in order (like it would with that setup) you would definitely need to go with something else – not something I know (or currently remember), hopefully someone does.

  • Brian Jones

    January 28, 2018 at 7:42 pm in reply to: Mirror hair

    interactive render only shows some of the hair (guides?) but you should be seeing something, can you post the scene or a simple example with your same setup.

  • Brian Jones

    January 27, 2018 at 8:28 pm in reply to: Sound problem in C4D

    filmstrip icon to the far right of the icon set just under the editor window (right of the editor timeline strip)

  • Brian Jones

    January 27, 2018 at 8:05 pm in reply to: Using iterators to feed a sweep

    I would use a Connect object in a single sweep (with the circle spline) and drop the spline groups into the Connector’s ‘Objects’ slot rather than putting the groups under the connector

    12104_splineswapsweeptest.c4d.zip

  • Brian Jones

    January 26, 2018 at 1:13 am in reply to: Issues with angular symmetry

    it should do what you want, it looks like (second picture) that the vertexes are not quite close enough to weld. Assuming the symmetry is at 0,0,0 then the vertexes at the seam should be at 0 in X (it looks like X)

  • Brian Jones

    January 25, 2018 at 6:03 pm in reply to: Friction hinge

    connectors would likely be the way to go but that may depend on the version of C4D you have

  • Brian Jones

    January 21, 2018 at 9:57 pm in reply to: Setting up an atmospheric/water background

    yes, you can but the fog falloff is a lot harder to control since you only have a distance parameter (which is distance from camera) and I don’t think you could get the tighter falloff needed. Give it a try though

  • Brian Jones

    January 21, 2018 at 4:12 pm in reply to: Setting up an atmospheric/water background

    the sky can be a physical sky or a regular sky with the right texture (or even a sphere) though the physical sky has much better haze/fog control so I’d try that to start. The water “fog” could be more of a problem if a volumetric fog was used but it looks like that could be done with nothing more than a ‘bottom’ texture that fades to blue in the right space for the camera alignment.

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