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  • I’m using Particular 3.1.2, so perhaps you have an older version. That additional window gives options for “Source,” “Masks,” or “Effects & Masks,” but since I have it set to “Source” it is just reading the layer itself, and not any masks or effects on the layer. I would assume that since your version doesn’t have that window it would always be reading “source.” In other words, I don’t think it should make a difference for this project.

    It looks like your particles are still mostly blue when the Green Solid is selected, which shouldn’t be happening. Your image looks like what I get if I select “Lightness – Velocity” in the Layer RGB Usage window. Try selecting something other than “RGB – Particle Color” in that window, and then back to that. Perhaps there’s a glitch and it’s not properly reading the particle color, and cycling the selection might fix it.

  • Jim Scott

    July 16, 2018 at 8:40 pm in reply to: Vortex / Expanding Helix

    If by “rise” you mean the height of each successive revolution, that would be controlled by the Height Bias setting. Other than that I guess I don’t understand what you’re after.

  • Jim Scott

    July 16, 2018 at 6:57 pm in reply to: Vortex / Expanding Helix

    For a vertical tornado shape: Starting from a default helix set on the XZ plane, reduce the Start Radius to shrink the bottom of the helix, then reduce the Start Angle below 0 to add revolutions, then reduce the Radial Bias so that the revolutions are closer at the bottom and wider at the top. Adjust Height to your liking.

  • Hi Leon,

    Your uploaded AE file comes through as missing the two png files that you used for your emitter layers so I replaced them with two colored solids. As far as I can tell, changing the layer used for the emitter works fine in your project. All you need to do is select the chosen layer in the “Layer” setting in the Layer Emitter properties, but it sounds like that was what you were doing. Unless there is something odd about the layers you were using (which I can’t see because they are missing), I don’t know what else would cause your issue.

    Here’s my project file with the exchanged layers.

    12546_layeremittercolorchangeexample.aep.zip

  • How about a spline wrap deformer on the tongue? You could animate the From or To setting to extend the tongue out of the mouth, and animate one or more spline points to get the vertical flicking.

  • Jim Scott

    July 13, 2018 at 5:16 pm in reply to: How to animate leaves (as hair) in C4D

    Hi Katie,

    I’m sorry that you haven’t gotten any replies yet. Perhaps you could upload your current project file so that we could see where you are so far. Just drag it into the message window when you post a reply.

  • Jim Scott

    July 11, 2018 at 1:53 am in reply to: camera to spline-skips

    You are very welcome. I’m glad I was able to help.

  • Jim Scott

    July 11, 2018 at 12:17 am in reply to: camera to spline-skips

    Hi Ignacio,

    The target object isn’t moving, the camera is flipping its heading at the 90 and 270 positions of the circle spline. If you deactivate your camera so that the default camera is being used, and reframe the scene so that you see the orbiting camera and its spline path from off to the side, you will see its heading flip 180 degrees as it passes the 90 and 270 degree positions of the spline (25% and 75% positions on the path). To correct this, add the same target object into the “Up Vector” slot of the tag’s properties.

    Also, the easiest way to upload files is to simply drag the file into the message window.

  • You could use a Multi Shader into which you would load all of your texture files. Check out this tutorial:

    https://helloluxx.com/tutorials/cinema4d-2/cinema4d-mograph/demystifying-cinema-4d-mograph-shaders-part-iii/#lightbox%5B24068%5D/0/

    Or you could make a video file (in AE or Premiere, for example) of the changing graphics and load that in as a texture for your material.

    Each method has its advantages and disadvantages. The advantage of the first is quickness – you obviously don’t need to make a video file. The advantage of the second would be that you could create smooth transitions between the textures, whereas in the first method the textures will change abruptly. The disadvantage of the video, besides more work, is that for best results you would need to determine ahead of time exactly how long you want it to be based on your C4D scene, thus any changes would be more difficult and time consuming. You can alter the speed of playback in the animation settings of the texture (Movie Frame Rate), but the smoothness may then suffer.

  • Jim Scott

    July 6, 2018 at 6:24 pm in reply to: “Focal Length” in Camera Settings?!

    Good eye Walter. I should have kept reading.

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