Forum Replies Created

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  • Best of luck to you, but Flow, ease and whiz, and one or two other scripts already more or less do away with the expressions/scripting.

  • Demian Krentz

    May 28, 2020 at 2:58 pm in reply to: Custom Easy Ease?

    i’m jumping, thank you

  • Worked great. Thanks Marc and Matthias.

  • Demian Krentz

    January 18, 2019 at 9:57 pm in reply to: Bake MoSpline animation for export

    I’m probably either not explaining something correctly or I’m not exporting it correctly, but after the Alembic export, all I get in the resulting file are the splines and nulls. Geometry is missing. Tried a few different combinations in the export/import dialogs. Still no dice.

    But I did get something to work using that iterate-over-points method outlined in this tutorial: https://vimeo.com/88822458

    Summary is, I exposed the points (via the Connect object > Correction deformer combo) in the parametric objects (MoSpline, sweep, etc.) before I could bake them.

    If Alembic export accomplishes the same thing, I couldn’t figure it out.

    Anyway, thanks for the suggestion.

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  • Adam’s method seems more universal. The action path he listed needs updating though.

    1. Select old material in Material Manager.
    2. Right click and choose Select Texture Tags/Objects
    3. Drag new texture from MM into Material field of Attribute Manager.
    4. If necessary, delete old material.

  • Demian Krentz

    March 31, 2017 at 11:16 pm in reply to: Rock Crushing Simulation, Voronoi Fracture?

    I agree, Adam, that the depth break feature looks promising.

    Here’s my latest project file.

    I figured out a way to trigger the break via xpresso, very similar to Nitroblast’s Depth Break feature! But now I’m stuck at trying to evaluate the xpresso on a per instance basis. As you can see from the file, all the instances break at once and they explode, rather than crumble. Which is weird because, if I drop one, non-cloned instance, it crumbles beautifully on contact with the crusher.

    Absolutely no idea how to get xpresso to evaluate per instance (data node? priority issue?). Also no idea how to avoid the explosion, but I’m guessing it’s something to do with the collision shape on the collider tag or collision margin in Project Settings?

    I’ve tried various combinations without luck so far.

    Any help is greatly appreciated.

  • Demian Krentz

    March 31, 2017 at 7:55 pm in reply to: Delay fracturing with R18

    I’m working on a variation of this same problem, Adam. I need to delay the fracturing of several hundred objects. So, it doesn’t seem like keyframing the enabled switch is the best way to do it.

    It seems like the solution lies somewhere in the realm of xpresso, . Checking for collisions via a collision node and flipping a switch, but my knowledge of xpresso is limited at best.

    Any thoughts on how to delay the fracturing of several hundred objects, dependent on when each of them intersects with a second collider body?

    Here’s my original post asking for help with this, more details.

  • Demian Krentz

    March 31, 2017 at 4:32 pm in reply to: Rock Crushing Simulation, Voronoi Fracture?

    Yeah, looks cool, but I don’t think it offers that delayed fracture thing I need. This video of NitroMoFracture appears to demonstrate exactly what I need. Just trying to decide if I want to buy the plug-in or try to figure out how to wire that switch in Xpresso to the regular Voronoi Fracture in R18. So far, not much luck.

  • Lifesaver as always, Dan. Thanks.

  • Demian Krentz

    December 12, 2016 at 12:51 am in reply to: Replace Dynamically Linked After Effects Composition

    Yes, but when choosing “link media” there’s no option to choose which comp within the AE project is linked. Unless, of course, I delete or re-name the old comp – an odd (and slightly dangerous) workaround indeed.

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