Forum Replies Created

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  • Darby Edelen

    May 15, 2014 at 5:08 am in reply to: Ramp up effect working oddly.

    When using a Ramp Up or Ramp Down selector shape you’ll generally want to animate the Offset instead of the Start and End values.

    For example, if your start and end values are 0% and 100% respectively then you’d animate your Offset from -100% to 100%. If your start and end are 0% and 50% then you’d animate your Offset from -50% to 100%.

    The Offset is what actually slides the ramp through the characters. The Start and End values only define the width of the ramp.

    Darby Edelen

  • Darby Edelen

    May 11, 2014 at 2:28 am in reply to: Animating dandelion seeds blowing away

    I haven’t tried something like this but I would guess that you won’t be able to do this with hair unless you generate polygons or splines. At that point I’d expect that you could use a Fracture object with an Inheritance effector and a Mograph Selection tag to animate the selected seeds. You could throw in some dynamics for bonus points.

    I haven’t tried any of this yet, just riffing off the top of my head. Other folks may have more straightforward solutions.

    I know that hair has a spline dynamics tag but I’m not sure if it allows you to unroot the hair at a certain threshold.

    Darby Edelen

  • If you want a small contact shadow for the character you could enable ‘Evaluate Transparency’ in the AO render settings instead of turning them off completely with the compositing tag.

    I’m pretty sure that should work anyway 🙂

    Darby Edelen

  • Darby Edelen

    May 8, 2014 at 2:14 am in reply to: Dynamic animation to static mesh?

    Have you tried caching frame 60?

    Darby Edelen

  • Darby Edelen

    May 7, 2014 at 11:52 pm in reply to: Best Tool To Close A Complex Mesh?

    From your description I’d go for the close polygon hole tool as Brian suggested. If you need a nice clean mesh then you’ll need to use the knife tool to make cuts on the new face.

    Darby Edelen

  • What’s different about this document from the others?

    Are you using a different renderer?

    Are you accidentally editing inactive render settings?

    Darby Edelen

  • You could try exporting the material transparency in multipass and using that as a matte to drive a compound blur on the footage.

    Darby Edelen

  • Darby Edelen

    May 7, 2014 at 7:36 pm in reply to: How to contain an object within an object?

    I’m away from my computer at the moment but I’m pretty sure that the constraint tag’s clamp mode could do this for you. I think you’d want to make a null object that sits at the hole and clamp the extending object to it. You’d also need to constrain the movement of the object to a specific axis. There are a few ways to do that but clamp should allow it if you set your object axes up for it.

    Darby Edelen

  • Darby Edelen

    May 7, 2014 at 3:40 pm in reply to: Non-visible lights do nothing

    If the tutorial was directing you to use two textures and one of them had no color channel then I’d wager that they intended you to enable the Mix Textures check box on the top material (the material tag farther to the right).

    Darby Edelen

  • The picture you posted of the foreground footage looks like a perfect candidate for the Keying > Extract effect. The sky is very bright and the foreground is relatively dark, it should be fairly straightforward to create an alpha from that (Extract would be the easiest way). Then you’d just need to stabilize the shot and do some edge cleanup.

    If you do a rough mask to remove the character’s motion from the clip in a precomp then the Distort > Warp Stabilizer may be enough to stabilize the clip. If you get good stabilization you can then turn the mask in the precomp off to bring your character back.

    For edge cleanup you have a few options again but one of the Refine Matte effects would be a good place to start.

    Darby Edelen

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