Forum Replies Created

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  • Sigh, it turned out to be a hidden layer, wasn’t planning on replying as to not reveal how stupid I am.
    But now that I have your attention, perhaps you can help me figure out another thing?

    How do I remove an object from a mograph selection tag? Not making the object invisible but rather take it out of the tag so it no longer be affected by the effectors related to that tag?

    Thanks and sorry for the waste of time and detour.

    D.

  • Awesome, you just gave me an idea and it worked.

    The problem wasn’t exactly what you described, but when you mentioned the first frame it occurred to me that perhaps AE really needs the true frame 0 in order to read motion vectors, I was rendering from frame 12 (in C4D) onward as I didn’t need the first frames.

    I went back to Cinema and rendered from frame 0 and this time al the channels appeared correctly, all I need to do now is trim the excess frames in AE and everything is good as usual.

    Thanks a lot for your help Walter.
    D.

  • David Cabestany

    April 23, 2015 at 6:25 pm in reply to: Merging Objects/Polygons into one?

    Thanks man, but it didn’t work. Once I connected and deleted the positions changed, mybe becuase I had effectors applied already.

    Best,
    D.

  • Hey Walter,

    I just tried importing the sequence from frame 0 (I was importing it backwards before, just because that was the way it was showing on my finder) and no, it still imported without the motion vector channel, also the first frame already has movement, it’s not a blank frame.

    D.

  • I’m running into the same issue, except I’m using a fracture object, not a cloner. Same as Michael, I was able to use this before and now it’s not working. Would you mind helping me sort this out? I can post screenshots and projects as they are needed.

    Edit:
    Actually, this is probably more perplexing: If I move the objects the entire fracture object move as a whole, but if I rotate them then each object rotates on its own axis, the fracture object as a whole does not rotate.

    Thanks,
    D.

  • David Cabestany

    April 21, 2015 at 4:14 pm in reply to: Merging Objects/Polygons into one?

    Hey guys quick question,

    I created and extruded object out of 684 paths I imported from Illustrator, then I separated them into separate objects and then I made them editable, now I have 684 groups of one poly plus to caps and i need them each to be one object, but when I use Connect objects and delete with everything selected all of them get merged into one single giant object.

    Is there a way to connect and delete all of them at once but still keep them as separate objects? I don’t want to do that on each group of objects.

    Thanks in advance,
    D.

  • Hey Dave, how are you? Sorry I didn’t reply earlier, just saw you posted again.

    You were right, thanks! i looked into the comp settings and sure enough it was set to 25 fps, when the project is 29.97, no idea how it moved to 25, maybe I clicked it by accident.

    I put it back to the correct fps and now everything is working as expected.

    Thanks a lot!
    D.

  • It’s just a master controller so I can lower the opacity as i animate the joints of the stickman. It’s not animated or anything, when I render it’s at 100%.

  • psd, 32 bits, sRGB, the flares were made with Optical Flares. I tried both from PS to AE and viceversa, I ended up tweaking the flares layers with adjustment layers in PS.

    Best,
    D.

  • Thanks a lot Claude, I’ll check it out in a bit.

    Best,
    D.

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