Forum Replies Created

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  • Dean Chapman

    February 12, 2013 at 1:25 am in reply to: Constrain complex object to rigged object

    No….wait, i knew i tried that.

    Ya, that still ignores any animation provided by the joints.

    My question still stands 🙂

    -d

  • Dean Chapman

    February 12, 2013 at 1:24 am in reply to: Constrain complex object to rigged object

    never mind….argh…not enough sleep.
    just gotta drop it under the object as a child. geez.

    -d

  • So my scene is set up with plenty of TP & Xpresso……I had TP particle groups being emitted. After I had my scene completed, I made a bunch of Matrix objects and threw the Particle groups into the object area within Matrix objects. Then I took Cloner objects and cloned geometry onto the Matrix objects (setting the object to the Matrix within the Cloner). Next, I Cached all of my Cloners and then deleted everything except the Matrix objects. Everything works….but again, it takes a ridiculous amount of time “Preparing..”

    Without the Mograph Cache tags, and before deleting all the TP & Xpresso, it would take a few moments “Preparing…”

    Using Physical Renderer, Sampler: Adaptive. Sample quality: Low. no GI….indirect illumination not on.

    Any thoughts?

    Thanks for helping,

    Dean

  • Thanks for testing, Brian.

    Ya, I’ve got it working now…I was unaware of how the Cache adjusts to the changing of the timeline. I had been copying over my keyframed cameras as well, which resulted in the extending (backwards) of my new project’ timeline. This ended up adjusting my cache’s position in the new timeline. That combined with a couple visibility tags, which kept there position, was confusing the heck out of me….

    Thanks for taking the time.

    -d

  • Dean Chapman

    January 6, 2013 at 3:36 am in reply to: Cross Section question

    Thank you Brian,

    I’m using the plug in now, and it helps for sure.

    Thanks again,

    Dean

  • Dean Chapman

    December 12, 2012 at 2:47 am in reply to: Smooth gradual morph of individual TP particles

    Very cool, it works….Thanks Brian 😀

    -d

  • Dean Chapman

    November 28, 2012 at 7:12 am in reply to: Shader Effector Problem

    Thanks Dude!

    -d

  • Dean Chapman

    November 26, 2012 at 11:02 pm in reply to: Shader Effector Problem

    Hey Brian, thanks for the tips.

    I’m still running into some issues…
    I took your advice and used 3D Cylindrical and setting the X,Y,& Z (next to Start/End within 3D Cyl Settings). I had to increase the radius quite a bit to get the hole in the middle of the Cloner group. But I still get a hallowing out of clones within the shape….I’ve attached some pics, it’s very apparent when i invert the alpha. Am I following your advice correctly, or did I screw something up?

    Also, I’m not sure what the process is in regards to your alternative solution. If it’s not too much trouble, could you walk me through those steps?

    Thanks again,

    Dean

  • Very awesome Nick!

    Thank you for problem solving this issue man.

    -dean

  • Hi Cassius,

    So here’s what I am currently doing, incorporating your advice…. I am taking the x,y,z position of my Ref obj (From C4D), and plugging the same coordinates into the “Position XY”, and “Position Z” within the “Particle Replicator” section of my Element attributes. Then I plug “-180” into the “Rotation Y” (under Particle Replicator). Then I have to change the “Size” within “Particle Look”.

    Doing this, I get soooo close….but not exact. It’s always a couple pixels offset, and i must manually adjust the position.

    -d

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