Forum Replies Created

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  • Crasse Deux

    September 21, 2015 at 3:47 pm in reply to: importing PCX files in AE CC (on windows)

    Edit :

    Ok so I found a way to solve my problem, I’m batching my PCX folder to PNG files using photoshop.

    But still, i’m curious if AE CC isn’t able anymore to handle PCX, because this won’t be the last time I’ll need to import PCX sequence into it.

  • Crasse Deux

    September 21, 2015 at 3:24 pm in reply to: Particle effects like this

    Hi !

    about the second one (with the anime girl face shape transition to particles) you can do this quite easily with trapcode Form (and I’m quite sure this was done in the source using this plugin as well), using layer Map and disperse and Twist fonction, and/or some turbulence animation.

    about the method, there is bunch of tutorial out there about this particular technique, here is one for example :
    https://www.youtube.com/watch?v=o_IYOKPye94

    in this one it’s some text to particles, in your source it would be the same technique but with an alpha of the girl drawing as Layer map (with the same settings).

    About your first request, I didn’t saw floating particles in the source at 32 sec, but simple floating particles are quite easily done with Trapcode Form as well, using a Cube as base shape with the number of particles of your choice (the cube would be a 3D grid and you choose how many particles you put per dimension according to your needs), and then Disperse them, and play with turbulence (if this is kind of dust particles you’re looking for, give turbulences a very slow animation speed.)
    you can also play with your camera settings, adding depth blur for example, and maybe moving a bit through your particles cloud.

    Anyway there is also lots of tutorials out there about trapcode Form and floating particles.

    Hope this help 🙂

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  • Crasse Deux

    September 17, 2015 at 5:47 pm in reply to: mograph cloner and mesh deformer

    So there is no way to clone it properly ?

    i’ve googled this a lot and didn’t found anything about it, I’ve already cloned mesh deformed objects, but this was with baked animation (and it worked, using instance clones), So maybe cloning a mesh deformed object dynamicly deformed isn’t a possibility.

    I’ll try find another way cause i definitely can’t put my soft body tag directly on my objects and clone them, C4d totally freeze while previewing the animation.

    If I finf something interesting, I’ll report it here, this may interest other folks !

  • Crasse Deux

    September 17, 2015 at 4:54 pm in reply to: mograph cloner and mesh deformer

    thanks for the answer !

    I think the problem is still there, if you put the object setup (cage + sphere + mesh deformer) outside the cloner and hit play, the ball is noticeably “flubby” when it hit the floor, due to the soft body deformer from the cage/cube (so it works)

    but when you put it back in the cloner, the cages (now cloned) still fall and are deformed by the collision to the floor (soft body tag works), but the spheres inside aren’t. it’s like the mesh deformer doesn’t affect them anymore.

    maybe the mesh deformer can’t be cloned ?

  • Crasse Deux

    September 17, 2015 at 4:20 pm in reply to: mograph cloner and mesh deformer

    in fact I said a mistake, the rigid body part doesn’t work either, balls are falling within the cages because they are now inside cages (in the hierarchy), so the mesh deformer still isn’t working within the cloner. I didn’t noticed it before, but it can’t initialise (initialisation use 0 KB of memory when it’s in the cloner, outside the cloner initialisation store around 200 KB of data).

  • Crasse Deux

    September 17, 2015 at 4:03 pm in reply to: mograph cloner and mesh deformer

    Hi !

    thanks for the answer !

    unfortunately i didn’t get it to work this way either (by putting the object+mesh deformer inside the cage object, and not under, as I did before), but it get closer !

    This time cloned objects fall with the cloned cage, so the rigid body part now works, but they aren’t deformed on collision according their cages, so the soft body part didn’t seems to work.

    maybe i’m missing something,

    here is a small test scene with that setup, if you have time to look at it, that would be awesome ! i’m sure i’m doing something wrong but i can’t find what…

    9262_softbodyclonetest.c4d.zip

  • Hi !

    thanks for the answer !

    in fact i’m using 3 instances of the c4d project into my scene because i have 2 multipass.
    But right now I render separatly the c4d part in c4d and the AE part in AE, as I usely do, i’m just using cinewar to compose correctly the 3D and the 2D and it works quite good this way.

    I don’t think i have ram problem, i never had before (i’m working on a i7-4770k, 16GB ram and GTX660, all applications on SSD) but I think i’ve found one of my problem.

    I found it weird that just by adding the cineware to my scene was increasing a lot render time in AE, even if there is none of my 3D meshes in the scene (they appear around frame 650), but i found out that since frame 0, I got a plan in my 3D scene which i use to cast drop shadows, and so I mask it with multipass in cineware layers, but anyway C4D was calculating it, and it was masked right after in AE, so I didn’t pay attention to it. Pretty stupid setup i made there. So problem corrected, and i’ll try another render with the whole scene in AE (not separately)

  • Crasse Deux

    January 29, 2015 at 12:19 pm in reply to: problem with Frischluft and image coming from C4D

    Hi there !

    thanks for your help ! so ok, it seems logical, i’ll try depth pass without AA and twice the resolution of the main image ( and resize it in AE ) and give feedback.

  • Crasse Deux

    August 3, 2013 at 8:34 pm in reply to: cloner rendering problem : “out of memory”

    Back here, I’m rendering and it works !! thanks a lot Adam ! I didn’t really knew this check box about rendering as instances in cloner (as i never got this probleme before so I never checked out what it was), but it seems to be quite useful with big cloners (and “small” computers ^^)

    thanks again !

  • Crasse Deux

    August 3, 2013 at 5:51 pm in reply to: cloner rendering problem : “out of memory”

    Thanks for the quick answer ! 🙂

    that’s a great idea, I didn’t even thought to check those cloner parameters ! I’ll try it and feedback here as soon as it’s done.

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