Forum Replies Created

Page 81 of 508
  • Brian Jones

    September 16, 2017 at 7:04 pm in reply to: Can’t change text

    the text is in a boolean (Boole) with the cloned cubes. The boole is set to Intersect so you will only see text where there is both text and cubes in the same space (intersecting).
    Try turning off the Boole (click on the green arrow beside the word, it will turn into a red x) so you can see where the cubes and text are. Change the text to whatever you want, then as Jim said, increase the width and count in the Cloner so there are enough cubes in a wide enough area to cover the text at it’s new size. Then turn the Boole back on.

  • Brian Jones

    September 15, 2017 at 7:20 pm in reply to: Mesh Objects, and street fighter?

    I’m not much of a character guy but the usual thing is for the character to be one mesh rather than many (might be possible to do it that way, I don’t know). Just import it and choose Splitting – Combined rather than Objects or do a Connect and Delete on the objects you do have. Then resize him so he’s about human size (he imported as 2 cm tall with my settings) then you can use the Character/Character tool to add a biped (or advanced biped) rig. Others will know a lot more about that than I will.

  • Brian Jones

    September 15, 2017 at 12:23 am in reply to: Changing world rotation

    maybe you want to use a Workplane (if I’m guessing right)

  • Brian Jones

    September 15, 2017 at 12:22 am in reply to: Reverse Hinge Connector

    the connectors are part of the Dynamics system (which is why you need the Rigid and Collider body tags on the sign and cube) so it’s the scene-wide dynamics gravity is what drags it down. You have a number of choices
    — change the gravity in Project/Dynamics – the default is Gravity 1000cm if you change it to -1000cm the sign will swing up. That’s system-wide though so if you have other dynamics in the scene they won’t work right (everything will fall up)
    — flip the camera over (but that has the same system-wide problems and it’s a pain to animate anything)
    — don’t use dynamics and connectors – you could make the sign a child of a null (same spatial relation as the sign and the connector now) then rotate the null and the sign will rotate around it, keyframe that.
    — start the sign on the bottom and use a force (like the Simulate/Particles/Wind) to blow the sign upward

  • Brian Jones

    September 12, 2017 at 6:30 pm in reply to: Changing the falloff of an Emitter

    yeah, no way to do it with original particles but TP can emit from a spline (or other objects) – there is a TP Spline Emitter preset in the content Browser… (or as Jim says XParticles)

  • Brian Jones

    September 3, 2017 at 6:35 pm in reply to: MoDynamics Scale Problem

    you said Scale doesn’t appear to have any result, what did you try as values? It looks like you would want to try somewhere between 1 and 0.1. If that hasn’t helped I’d have to see the scene (or a minimized version)

  • Brian Jones

    September 2, 2017 at 10:52 pm in reply to: Inner shadow in extructed objects

    it looks like the titles are actual 3D not something similar to a PS 2D trick.

    This is a simple try at it.

    11648_guardians.c4d.zip

  • Brian Jones

    September 1, 2017 at 2:49 am in reply to: Creating a sloping Arena wall

    If I’m understanding correctly then maybe a Loft

    11638_loftwalltest.c4d.zip

  • Brian Jones

    September 1, 2017 at 2:17 am in reply to: Sketch&Toon – Dashed line sliding

    I don’t think so (but would be glad to be wrong) – the Help says “The Pattern settings give a pattern to the lines such as dashes or dots. These patterns are mostly useful for technical illustrations” To get what you want I think there would need to be a setting to control dash spacing based on depth but the only depth control is on thickness. I think the patterns are 2D only.

  • Brian Jones

    August 29, 2017 at 5:19 pm in reply to: Mechanical joint animations

    it’s a lot easier to do FK – all the objects are children of the base object so they follow the parent like this

    11632_flangecuffparentedanimtrial.c4d.zip

Page 81 of 508

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy