Forum Replies Created

  • David Baxter

    February 15, 2018 at 11:26 am in reply to: Exporting Metaball to alembic – phong/normal issue?

    ugh! I figured this out, slightly embarrassingly.

    Mostly down to my ignorance of normals functionality, even though I kind of knew what they do. I was deselecting normals on export thinking that’s where the smoothing was occurring, but it was actually the lack of normals that made the mesh not know where the face edges were.

    The alembic files grew about x6 times in size interestingly, but still very small

  • David Baxter

    February 14, 2018 at 5:38 pm in reply to: Exporting Metaball to alembic – phong/normal issue?

    You can see the wireframe here

  • David Baxter

    February 13, 2018 at 3:01 pm in reply to: Exporting Metaball to alembic – phong/normal issue?

    I’m using the new Unity alembic importer. The fbx import settings have a handy normal mapping feature that allow you to import, calculate or have none. None is what I need here but the alembic settings are quite restrictive.

    The mesh in Unity looks identical to the mesh after reimport in C4d. One thing I noticed though is that I can click on the mesh in Unity and see the low poly wireframe, something that isn’t visible in c4d weirdly, it’s like the phong normal is baked onto the object even though I have everything deselected on export.

    I’m thinking some special shader to force reject normals would be the work around, but I’ve no idea where to look for that.

  • Aah, I don’t have that plugin but good to know thanks.

    I figured out I could could disconnect/poly to objects, apply cloth then bake and then use fracture/effectors. But by disconnecting the polys to objects first I do get weird extrusions, looks cool when subdivided and useful for this segment, but maybe not good for others.

  • David Baxter

    February 20, 2011 at 4:32 pm in reply to: Alpha layering with mov file materials

    thanks for that, very useful information.

    Here’s a test render:
    https://dl.dropbox.com/u/5843685/vrs1%20test.mp4

    Any feedback would be great.

  • David Baxter

    December 13, 2010 at 6:15 pm in reply to: Scale axis problem

    Didn’t quite read that properly. Ofcourse this would work also, it’s a bit leaner actually. Just need to stick in an extra multiplication factor at the end if needed.

  • David Baxter

    December 13, 2010 at 6:10 pm in reply to: Scale axis problem

    Hi thanks. Sorry for posting twice, the first took a while to register as I’m new but I thought it had messed up.

    I needed Dans way because I’m controlling multiple parameters, not just scale, so a multiplication factor ranging -1 to 1 seems to work.

    I’m building a little face rig to make a head look like it’s turning left and right and up and down using 2 faders. If anybody is interested hit me up.

  • David Baxter

    December 13, 2010 at 6:05 pm in reply to: X, Y scaling

    Thanks Dan, that worked.

    How come [x,y] didn’t work though? Or was it the value plus when I declared the variable the issue?

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