Forum Replies Created

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  • Brian Murphy

    March 1, 2015 at 10:23 pm in reply to: Erode a model

    Thank you for investing the time in creating these files, Brian. They definitely inspire different ways to go about this.

  • Brian Murphy

    February 28, 2015 at 5:22 pm in reply to: Erode a model

    That’s basically what I did, Brian, thank you. Sounds like there’s nothing that can do this automatically so I used a boolean to “erase” the model, shaping the “eraser” progressively with a deformer cage to follow the tool’s tip. It could be better but the client ended up liking it so looks like I’m good.

    Cheers.

  • Brian Murphy

    February 27, 2015 at 12:29 am in reply to: Animating Mouth

    I’ve done plenty of lip syncing to 3D characters and aside from some plugins that I am unaware of that may exist, pose morphing is always how I set up the mouth but there’s more work involved than just the 3 positions.

    I always have the following poses:

    Eeee
    Ssss or N
    Oh
    M or P (pucker)
    Uh or relaxed
    V or F

    I can get away with anything using these.

  • Brian Murphy

    February 26, 2015 at 10:13 pm in reply to: Transparent “broken” objects / attract and destroy

    Hi Brian,

    Is there something that won’t allow C4D to use both effectors and dynamics at the same time? I have a winning combination set up but the dynamics of the pieces take priority over the effectors which end up not working.

    Thanks.

  • Brian Murphy

    February 25, 2015 at 6:37 pm in reply to: Transparent “broken” objects / attract and destroy

    Thanks Brian.

    These Nitroblast objects are not MoGraph objects so effectors won’t work on them, is that correct? I’ve set up a test based on your post, can’t get the effector to do anything.

  • Brian Murphy

    February 19, 2015 at 12:38 am in reply to: Team Render – Adding machine during render

    Thanks for the response, Tim – unfortunately, that’s the only conclusion I’ve come to as well…I’m REALLY surprised at Maxon for not implementing such a common sense feature to Team Render, especially considering it’s a couple versions under the belt.

  • Hey Michael,

    Thanks a million for the input!

    I’m going into this very new so I would really appreciate your feedback on some of the issues I’m about to face with this. Basically, I have an animation done for a client that the client now wants to see in real 3D using glasses – obviously, it will have to be re-rendered. It seems the best way to do this is with what you’ve described as “shutter” mode…? Is this the same thing as an interlaced (How C4D identified it) image, each field showing a different eye’s point of view? Also, I’ve seen the words active and passive being used, not sure what that means and how I would base my decision on which to use.

    Why would I need a special monitor to see this if my LCD monitor can display interlaced footage at the refresh rate that the glasses are set at (or can it)?

    Thank you again!
    Brian

  • Brian Murphy

    August 30, 2014 at 2:38 pm in reply to: How to get rid of these artifacts

    This may be over simplifying it and you may have tried it already but I get artefacts that look similar when the shadow maps in my lights are not a high enough resolution.

    If not that, is your reflection map a high enough resolution – looks like the reflection is pixelated.

    Third, have you optimised all points on the model?

  • Thanks for the response Brian. Afraid you’re ahead of me on some of these variables.

    I can provide this information to you – does this help?…

    My 2009-ish 12 Core:

    2 x 2.93 GHz 6-Core Intel Xeon
    16 GB RAM 1333 MHz DDR3

    New Cylindrical Mac Pro:
    2.7 Ghz 12-Core Intel Xeon E5
    16 GB RAM 1867 MHz DDR3

    Both machines show 24 buckets when rendering.

    Beyond this, I’ve left the preferences alone for both machines within C4D.

  • Brian Murphy

    August 26, 2014 at 2:34 pm in reply to: Simple outline with depth using Sketch and Toon

    Thanks Adam!

    That got me about 90% there. Sketch is a tricky bird…can’t seem to get those poly lines angling in from the rounded corners. There are some squares showing up on a beveled edge too. Tried adjusting the angles but I either lost some important outlines or gained too many lines in the edges of the flattened cubes.

    0_sketch.jpg

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