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Old thread but I thought I would post my solution based on Conrad’s response since it helped me. It took me a bit but I figured out at least one way to do it.
Duplicating or creating a new camera as he said with no animation.
Then link the values together of what has the baked animation:
thisComp.layer(“Camera Name”).transform.position (or whatever you are trying to control)Then add .valueAtTime():
thisComp.layer(“Camera Name”).transform.position.valueAtTime()Inside the valueAtTime function link it to a slider on a null:
valueAtTime(thisComp.layer(“Camera Control”).effect(“Slider Control”)(“Slider”))Next make sure to divided it by your comps Frames per second or the timing will be off : valueAtTime(thisComp.layer(“Camera Control”).effect(“Slider Control”)(“Slider”)/24)
Final will be:
thisComp.layer(“Camera Name”).transform.position.valueAtTime(thisComp.layer(“Camera Control”).effect(“Slider Control”)(“Slider”)/24)After this, you need to connect your footage from your render. I have all of my composite layers in one precomp. Turn on time remap and link that to the slider that is Controlling your camera.
thisComp.layer(“Camera Control”).effect(“Slider Control”)(“Slider”)Also divide it by your frames per second:
thisComp.layer(“Camera Control”).effect(“Slider Control”)(“Slider”)/24Now it all should be linked up together and one slider should control your camera and your animation.
My case was needing to have simple text animation pop up over the animation at times where I added an extra frame to hold the 3D render cause it would be silly to render out multiple frames for holding on screen.
Though I could of done this with precomping as another poster suggested but that would require multiple comps with the camera duplicated(instances would work if I didn’t need to retime) or modifying the bake camera keyframes (I’ve done this before) but I always fear I may select one I don’t need.
This way allowed me to keep all of my controls and animations in one comp so I could see things at once. Though I could split it up easily as well and just link controls in another master comp if I wanted.
Hope this may help someone in the future.
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Robert’s site got hack a while a go check out his new site.
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I’m not completely sure what your going for but you could use the inheritance effector so that all of your spheres take on the potions of your boxes. Then the tracers on the spheres and boxes would match up perfectly.
Greg
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1. A sky object or just a large sphere with a image on it would work better since the background object is just setup to be a flat static image in your background. You could just use a plane with an image on it if you wanted to be square but when you rotate the camera you would see gaps.
2.Not sure if there is a built in shortcut but I would just do animation on a null then place/replace your objects below it.
3. If you have DOF enable and setup on your camera then you have to enable it in you effects for render settings unless your using the physical render then it’s automatic. Most would recommend rendering a depth pass so you can control it in AE.
hope that helps.
Greg
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hmmm not sure why your copy and paste of your PLA didn’t work but did you try to Xref it into your original scene instead of copy paste?
Also you could look into pose morph/morph deformer. You could use that to put your PLA on the original model, assuming you didn’t add/remove any points.
Hope that helps
Greg
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Greg Burrus
June 28, 2012 at 11:10 am in reply to: How would one go about creating this effect in c4d?I would say it also is a boole object but there are a number of ways to do it. There is a preset that does this for you pretty easily for $2 https://c4dtools.net/fillex/. There also is an earlier version that was free.
Greg
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Not sure if you can have a secondary motion system like you can in 3ds max with animation layers if that’s what you had in mind. You definitely could do it with just key frame animation it would just be a matter of adjusting the interpolation with curves to get the motion you want for the movement.
You also could have the main movement controlled by a null then the main object could have its own animation keyframes below it.
Greg
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When I have used duik I usually find some reference to keep in mind or act out the walk myself. I also use The Animator’s Survival Kit which gives you an awesome break down of many many diffrent types of walks.
I recall there being one for duik tools and if I find it i’ll link it but you can use a tut from any program or traditional drawing to learn how to animate a walk cycle.
You can check this tut out https://www.sketchypictures.com/1116/create-cartoons-ch02/
hope that helps.
Greg
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If I where to try this with dynamics I would look into playing with the linear damping and follow position. You may be able to rig something up so that you could animate some linear damping on the movement to give it that asteroid slow down feel.
You could set a initial velocity then key in some linear damping then set it back to 0 to let it keep moving. Depending on what your scene that could work for the beginning then you could add some wind or attractors to make it move faster after the initial burst.
There probably is a setup for this already in c4d with thinking particles so you may want to look through the content browser for a setup that may work.
Hope that helps
Greg
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I’m not exactly sure what the end result your trying to go for is but if your trying to do any sort of masking in cinema 4D you may want to look at either the boole tool or spline mask.
The spline mask should help you cut out your object they way you want in c4d then you can extrude it accordingly. I might recommend getting the shape you want in illustrator first then exporting the combined spline to extrude in c4d. But if you want to animate it then you will have to do it c4d.
I looked at the files and if your trying to get the circle to cut the r and square then spline mask should work.
hope this helps
greg
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