Forum Replies Created

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  • Harry Hoag

    December 7, 2018 at 11:08 am in reply to: Connecting dots

    I’m not sure I’m completely clear on what you’re trying to achieve but it sounds like you need to do a really specific thing that will require using a combination of techniques. There probably isn’t going to be a one stop effect that does exactly what you want I think.

    I’m sure if you used a tracer object in combination with sweep nurbs and attaching sphere’s with the align to spline tags you’ll be able to animate what you want. You can turn visibility on and off with display tags so it looks like the lines are turning into dots etc…

  • Harry Hoag

    December 6, 2018 at 4:06 pm in reply to: Scene gravity issues

    I’m sure it’s a bit of a pain to work at a funny angle anyway. There’s probably a way to se the ground pland and orientation when tracking but maybe it’s easier to just put your whole scene in a null object and and re align it however you want. As long as your tracking markers and camera are in the same master null you can orientate it however you want

  • Harry Hoag

    December 6, 2018 at 3:57 pm in reply to: Sweep / Helix twist problem

    Maybe try making an instance of your helix and move the instance up a bit in the Y axis. The put the instance inside the sweep nurbs object as a rail, and turn of rail scale. That should keep your sweep in line without banking

  • Harry Hoag

    December 6, 2018 at 3:55 pm in reply to: Connecting dots

    Have you tried using a tracer object? That will let you connect lots of objects or nulls together as splines. If you put the tracer object in a sweep nurbs object you can trim the start and end to animate the dots connecting together.

    There is also a plugin called Uber Tracer which is basically the same thing with more options. There are also ways of doing that with xparticles but it’s a more complicated and an expensive plugin.

  • I wish there was some kind of smart poly reduction tool but I always find the automatic ones a bit useless for accurate work. Might have to be manually remodelled. Or maybe try zBrush or something more specialised like that? I don’t use it so I’m not sure.

  • Harry Hoag

    December 5, 2018 at 3:24 pm in reply to: Align Camera to Polygon?

    I don’t know about about aligning rotation, there’s probably a way. If you press ‘s’ it centres your selection in the viewport. You can also attach things including cameras to normals using a constraint tag i think, but I’m guessing you want a shortcut for modelling or something, so not sure.

  • Can’t you just use a proxy, lower poly model for animating with and then use the high detail one at render time?

  • Harry Hoag

    December 3, 2018 at 9:38 am in reply to: some more controls over dynamics?

    Yeah definitely a bit of the nature of dynamics. Animate everything by hand! You’ll get full control!

    Or… you could try a bit of follow position / rotation in the dynamics tag. Inheritance effector is always a bit of a fail safe for me, have one cloner doing roughly the correct dynamics and another doing super controlled motion then you can just mix between the two animations with inheritance. Also linking to xparticle motion… maybe just avoid dynamics for things that need to do specific things! haha.

    I don’t think there’s any magic bullet really, the point of dynamics is to control lots of thing naturally, if you control their movement too much it starts to look unnatural… so not sure.

  • Harry Hoag

    November 30, 2018 at 4:49 pm in reply to: PROBLEM with boole + hair object !

    hey, I had a quick look at your scene. There might be a way of doing this, not sure about this setup, the hair object would have to be attached to the geometry after the bool, like you tried to do. Maybe dropping the the bool in a connect object, but the number of polys in that object is changing so I’d suspect it won’t work, maybe i’m wrong though worth fiddling with more.

    Maybe there’s an alternative way of hiding the hairs, maybe with compositing. What might be better is using something else to create the effect you’re after? Perhaps using a mograph cloner, then you can just use an effector to hide the points or lines or whatever you want them to be.

  • Harry Hoag

    November 30, 2018 at 9:55 am in reply to: Wrong timing when rendered as PNG sequence

    Yes it should be fine, it’s probably a frame rate issue.

    Check your frame rate in cinema 4d’s project settings (cmd+d or ctrl+d)
    Check your frame rate in the render settings, these should be the same.
    Check your Import frame rate in After Effects (it defaults to 30)
    Check your Composition render frame rate in After Effects (cmd+k or ctrl+k)

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