Forum Replies Created

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  • Jeff Klein

    July 22, 2014 at 9:44 pm in reply to: Bad OBJs in Cinema 4D

    Hey Adam, thanks for the response. The Align Normals command didn’t work (assuming I did it right) and the “close polygon hole is not available from what I see, I’m guessing because these are imported OBJs? (again, I’m a novice in C4D). I’m going to post a C4D file which only contains for of the promlamatic OBJs. On the attached image, I’ve circled some of the problem areas which should be fairly obvious anyway. The big and most noticeable problem is the bottom one where there is a big rectangle hole missing on the left pad which is not missing on the right pad (all part of one OBJ). Anyway, if someone wants to take a look and give me any pointers. There might not be an easy fix, the problem might just be the OBJs we got from the client are bad, I just don’t see us getting anything new from them. Thanks again.

    Here is the CD4 file…

    https://dl.dropboxusercontent.com/u/12942499/_hole.zip

  • Jeff Klein

    September 14, 2012 at 7:28 pm in reply to: FCP plug-in Magic Bullet Denoiser not working!

    I was having this same problem, except in After Effects and not Final Cut. I found out the “solution,” although I’m not sure it applies to Final, but it did work in After Effects. It turns out that unless the comp viewer is set to FULL resolution, you will not be able to see the effects of Nenoiser inside the viewer. As soon as you switch to full resolution, you will. I hope this helps someone at some point.

    I found out this info on this page…

    https://www.redgiantsoftware.com/support/faq/product-specific/denoiser-II/251/

  • Jeff Klein

    June 15, 2012 at 4:18 am in reply to: Mograph/C4D Question

    Hey Adam, thanks for the response. Tell me if I’m wrong but I don’t think a symmetry object would work in my actual example, although it would work in the cube example I gave. So here is more info on what I’m really trying to do.

    I have a model of a football helmet that has about 6 screws in the shell of it (they’re aren’t placed symmetrically from each other). I want to push all 6 of them outward from the helmet 100 units, at the same time.

    So I’m thinking if I put some sort of “object” in the dead center of the helmet, and “attached” the screws to it, I could “scale up” that center object and it would push out all the screws evenly. But I don’t want the screws to change size, just change position.

    Does that make any more sense? Thanks again.

  • Jeff Klein

    August 11, 2011 at 1:35 am in reply to: Texturing Question (Football Helmet)

    Nope, cubic doesn’t work either. This is for an animation. Here is the helmet C4D file and texture, I only included the shell of the helmet to keep the file size down (and this is the only problem part which needs the texture). Thanks and let me know if you have any luck.

    https://www.closertoinfinity/_transfer/misc/helmet.zip

  • Jeff Klein

    August 11, 2011 at 12:04 am in reply to: Texturing Question (Football Helmet)

    Main problems is I can never get all the “checkers” to be a uniform size throughout the helmet. UVW map still runs into problems.

  • Jeff Klein

    August 10, 2011 at 11:06 pm in reply to: Texturing Question (Football Helmet)

    Hey Steve, thanks for the response. Spherical mapping looks OK (with some tweaking) from certain angles, but it gets screwed up on the top of the helmet (the pattern gets smaller and comes to a point). Here’s what it looks like…

    https://tinypic.com/r/35bh6b4/7

  • Jeff Klein

    April 19, 2011 at 5:45 pm in reply to: Foundry Camera Tracker – Scaling Scene

    Thanks for the response, but either I’m not following or this doesn’t accomplish what I’m attempting to do. I unapparent the camera from the “master” null (the null camera tracker created) and then I scale up the master null and the coordinates of two nulls I created (via camera tracker) do not change (these nulls are parented to the master null).

    Just so I’m clear, All I’m trying to accomplish is to make the entire scene bigger. Right now if I create two nulls via camera tracker (one at the far left of the scene and one at the far right) they stick to the footage perfectly, but the problem is their XYZ positions are only around 100 pixels apart, I’d like to make that 1000 because it’s difficult to work in such a small scene.

    Thanks again.

  • Jeff Klein

    April 16, 2010 at 4:59 pm in reply to: Render without Shadows

    Great, exactly what I was looking for. Thank you both for all your help!

  • Jeff Klein

    April 16, 2010 at 4:24 pm in reply to: Render without Shadows

    Hi Jeremy, thanks for the response. I thought those might be the only options. I was just hoping that there was a check box somewhere to turn off shadows in the main render when also doing a shadow pass. Thanks!

  • Jeff Klein

    February 17, 2010 at 9:02 pm in reply to: Color Correction Suggestions

    I don’t know if I’m supposed to say, which is why I cropped some dude named Axl out of the sample frame.

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