Darby Edelen
Forum Replies Created
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If you use Noise or Turbulence you may also want to check the Indexed box to generate unique random values per axis.
Darby Edelen
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One not so subtle distinction from CC in the case of The Foundry: you need to have a machine dedicated as the license server. That machine needs to be accessible via network from any computer that will need a license. If you don’t have someone to manage a license server then that can quickly become a PITA.
Darby Edelen
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[Todd Kopriva] “I’m curious about why you’d be buying the Camera Tracker plug-in rather than upgrading to After Effects CS6 for less money and using the 3D Camera Tracker built into After Effects CS6.”
The Foundry’s Camera Tracker is better 🙂 Whether it’s worth the price or not is another question.
If performing camera tracks is something that you’ll be doing a lot, you need flexibility for improving solves and you have the money to buy it then even with CS6 or CC I’d recommend The Foundry’s plug-in.
Darby Edelen
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Looks like the jacket in the foreground is a very beige green. It has more green than red or blue. That’s a problem for color difference keyers like keylight.
You may be able to improve the key by adjusting the Screen Balance and Alpha Bias. Alternatively you could use a Channel Mixer effect (not 32bpc unfortunately, big oversight if you ask me) to subtract some green from the foreground.
Darby Edelen
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The curves don’t look as bad when I open your project. It does run into a flat line farther down the timeline though.
The reason is that the time remap value is going above the duration of the clip. The clip is 1474 frames long, once the time remap value reaches 1474 frames the value will not go above this, that’s the flat line in your screenshot.
Darby Edelen
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[Ryan Hallman] ” I then tried using a bend deformer but instead of bending the spring it stretches it.”
It’s not bending the spring at all?
The stretching you’re describing may be a result of the bend deformer not being located at the center of the spring. If you have R14 or up you might try using the “Fit to Parent” command on the bend deformer.
Also I’d recommend enabling Keep Y-Axis Length on the bend deformer.
If you want more specific help you can upload a scene file.
Darby Edelen
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[Brian Jones] “if you place all your objects and the Random Effector into a null and set the Random effector to Deformer/Deformation/Object they should scale from the Axis, you have to use Noise or Turbulence for the Random Mode and if you don’t want movement during animation you’ll set Animation Speed in that same Effector tab to 0% — adjusting the Scale there is a lot like changing the Seed in Random mode.”
Thanks for the help Brian. I actually simplified the setup a bit for posting to the forum. I was actually using several effectors (random, shader, etc) to set the weights of the objects and then planned to scale them based on those weights.
I ended up finding a solution that worked in my case though. The objects I was attempting to scale all had different Y sizes to begin with. I created them by using a MoExtrude out of a triangulated mesh that had its faces disconnected with a random effector to create the different sizes. I was then using Current State to Object to create a poly mesh and separating the object into its polygon groups.
I simplified the setup (and made it more procedural, yay!) by leaving the MoExtrude live on the disconnected faces and then proceeding as before only with the Fracture object set to Explode Segments instead of Straight. Now when I scale on the Y-axis using a Plain effector based on the weights of the clones I can also offset the clones on the Y-axis by the initial height of all the clones. In my case the MoExtrude created all of them at 5m high so the Plain effector I’m using to grow them just needs to offset by 5m in the Y position for every 1 in the Y scale.
The project file would probably communicate this a bit more efficiently 🙂
6775_fracturemoextrude.c4d.zip
Darby Edelen
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I’ve found that I can place each object inside a Null object and use the Null object to define the axis for transformations. However, I have 1000 objects inside my Fracture. So here’s the new question: is there a way that I can easily place each object into its own Null object?
Darby Edelen
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You might consider using the Mesh deformer. Theoretically you should be able to use the PLA’d object as a cage to deform your new geometry but there are some gotchas. You’ll probably want the new mesh to very closely resemble the old one or the PLA animation may cause unusual distortion.
I’d recommend duplicating the source object and deleting all the animation keyframes but one “reference” keyframe. Add a mesh deformer to the new duplicate and select the old animated geometry as the Cage. In the ‘Advanced’ section of the Mesh deformer set External to “Surface” (or possibly Surface (Area) depending on your results). Then go to the reference keyframe and initialize the Mesh deformer.
Now the duplicated geometry should follow the animation of the original geometry without any keyframes of its own. You should then be able to make any geometry changes you need to the duplicate without messing up the source animation.
Darby Edelen
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[Nathan Harald] “I have a comp that i want to control using time remap. Animation goes from “Frame 0” to “Frame X”. The animation time doesnt change, just the finishing frame of the remapped comp. Values Only need to go from 1-31 and 1-12″
You could apply something like this to the time remap property. This assumes that the animation is linear between the first and last time remapping keyframe:
startFrame = 0;
endFrame = effect("Last Frame")("Slider");
t1 = key(1).time;
t2 = key(numKeys).time;
startTime = framesToTime(startFrame);
endTime = framesToTime(endFrame);
linear(time, t1, t2, startTime, endTime);I’d also recommend an expression like this applied to the slider to limit its input to the desired range:
low = 12;
high = 31;
Math.round(Math.max(low, Math.min(high, value)));Darby Edelen