Darby Edelen
Forum Replies Created
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Darby Edelen
June 6, 2014 at 1:05 am in reply to: Applying inverse of global position and rotation to a null groupThere might be a way to make something work but I’m confused about the goal, should there be one camera for each object?
Object xpresso nodes can be made relative and there are nodes that can iterate through hierarchies or lists, so it seems feasible.
Darby Edelen
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I think you’ll need a separate key for the toothbrush to keep it opaque.
As for keeping the yellow from turning orange you should use a red limited despill. There’s almost no blue in the yellow of the toothbrush so a red/blue averaged limit will reduce the green in the toothbrush dramatically and turn it orange.
Darby Edelen
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Darby Edelen
June 5, 2014 at 3:24 pm in reply to: Sluggish view of animation – on a fast machine – when setting up scenesAre you using dynamics? If so, have you baked them? Baking the dynamics will increase your scene size on disk but will eliminate any need to calculate dynamics per frame.
Of course it becomes difficult to iterate the settings on your dynamic objects if you’re baking them every time.
Darby Edelen
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Darby Edelen
June 5, 2014 at 3:21 pm in reply to: Sluggish view of animation – on a fast machine – when setting up scenesIt should be in one of the editor menus. I don’t recall exactly which one.
Even if you’re not using Cloners you might try creating instances of any duplicate geometry that doesn’t require point level animation. An instance of an object uses almost no memory while 2x a single object would normally require 2x the memory.
Darby Edelen
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Darby Edelen
June 5, 2014 at 2:21 pm in reply to: Sluggish view of animation – on a fast machine – when setting up scenesLayers are a good idea. You might also adjust the level of detail down.
If you’re using any cloners see if you can get away with enabling render instances.
Darby Edelen
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Darby Edelen
June 5, 2014 at 4:02 am in reply to: Applying inverse of global position and rotation to a null groupYou can do this by applying matrix transformations.
You’ll need a duplicate of the ‘Source’ object and a camera to apply this adjustment to. Remove all animation from the duplicate object and make the new camera a child of the duplicate. Use an xpresso tag to perform the following operations:
1) Invert the Source Object’s global matrix (use an ‘Invert’ node in ‘Matrix’ mode).
2) Multiply the inverted Source Object’s global matrix by the Source Camera’s global matrix (use the ‘Math’ node in ‘Matrix’ and ‘Multiply’ modes).
3) Connect the output from the matrix multiplication into the Adjusted Camera’s local matrix.The order of the matrix multiplication is important, the Source Object needs to go into the first (top) input and the Source Camera needs to go into the second (bottom) input. It’s also important that the new “Adjusted Camera” is a child of the stationary duplicate object since we’re applying the motion to that camera’s local matrix.
Here’s a simple example file:
7580_matrixtransformations.c4d.zip
Darby Edelen
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Darby Edelen
June 4, 2014 at 8:47 pm in reply to: Dynamics acts different in full render and software render/previewThere are no dynamics tags in that scene file. If you could also reduce it to just the parts that are showing the issue that would help.
Darby Edelen
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Darby Edelen
June 4, 2014 at 4:35 pm in reply to: Dynamics acts different in full render and software render/previewCan’t recreate your problem. Could you share the scene file so we can take a closer look?
Darby Edelen
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Increasing the blurriness subdivisions will improve the motion blur. I’d also recommend increasing your sampling, try the medium preset.
Both of these changes will increase render time but are key to getting good results.
Darby Edelen
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[Chun-Chien Lien] “Can anyone tell me what have I done wrong? Much appreciated.”
Looks like a bug to me.
I’d post it here:
https://www.maxon.net/support/support-questions.html
Darby Edelen