Forum Replies Created

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  • Jim Scott

    April 3, 2016 at 3:28 pm in reply to: Problems with camera in my projectt

    The main problem in your very first video example was that you were viewing through the default camera while adding keyframes to the main camera. I am sorry that I didn’t notice it earlier, but in all of your examples with the tutorial project you have Position turned OFF for recording keyframes (the button with the + with arrow heads to the right of the play controls and keyframe controls). For normal key framing make sure that the first four of those five buttons in that group are selected (blue) or you won’t be adding a keyframe for that parameter. In your case you were moving the camera, and clicking the Record Active Objects button to add a keyframe, but since the Position parameter was inactive you were not adding a position keyframe. The result was no position animation. Because you had a target for the camera, but no position change, the camera simply looked at the target from wherever you last placed it and thus did not show any rotation animation. When you did your test with the cube and camera movements, you had all the keyframe parameters turned on and thus got the animation you expected.

    What I would suggest is this. Delete the Main camera from your object menu (so that you get rid of all of its faulty keyframes) and create a new one and start over. This time make sure that all four of the buttons are selected (Position, Scale, Rotation, Parameter) and redo your animation.

  • Jim Scott

    April 3, 2016 at 5:06 am in reply to: Problems with camera in my projectt

    First, setting keyframes (what you are calling “locking”) for the text null is unnecessary. Unless you are planning on animating the text as well you don’t need any keyframes for the null. It’s position will stay constant unless you purposely move or animate it.

    Second, you are still confusing yourself by switching back and forth between the Default and Main cameras (the one in your object menu that I called the “second camera” before but feel it may be better to call Main since it is the one you are animating).

    With the Main camera active and selected, go to frame 0 and adjust its view to your desired starting position. Set a keyframe. Go to the frame where you would like the camera move to end, adjust its view/position again, and set a second keyframe. You now have a simple camera move between the two positions or camera views. (You could do this in reverse, as you were initially trying to do in your video, but for learning purposes just keep it simple.) Return to frame 0 and press play. The Main camera is still the active view, and you will see the view animate between the two keyframed positions.

    Notice that you have not used the Default camera at all. Only use the Default camera if you want to temporarily look at something from a different view (for modeling purposes, for example). And always make sure the Main camera is active and selected whenever you want to add or modify keyframes for it.

  • Jim Scott

    April 2, 2016 at 11:44 pm in reply to: Problems with camera in my projectt

    Kenneth,

    You are adding keyframes to the second camera (the one selected in your object menu) while making changes to the default camera. Since you are moving the default camera, the second camera is simply having multiple keyframes added at different times but with no change in its position.

    You need to have the second camera active (either double click on the icon that looks like a camera, or single click on the button to the right of the “traffic” lights. It will change to white when that camera is active. Once that camera is active, then keyframe its position, zoom, etc. as you were doing.

    Essentially, while you thought you were animating the camera you were looking through (the default camera, since that was active), you were adding keyframes to the second camera which was not being moved. In this case, neither camera had any animation since the default camera never had any keyframes added as you changed its position, and the second camera was never moved, but only had multiple keyframes of the same position added at different times.

    Remember, the object selected in the object menu will have keyframes added when you click the Record Active Objects button, but if you you’re not moving that object there will be no resulting animation. Make sure the second camera is selected, AND active when trying to keyframe it.

    Hope this helps.

  • Jim Scott

    April 2, 2016 at 4:15 pm in reply to: Problems with camera in my projectt

    My first guess would be that if you added a camera to your project and keyframed its position, you might have switched back to the default camera when trying to watch the animation. Make sure that the animated camera is active in the object menu. But without seeing the project it would be hard to offer more help.

    Post your project file and it will be much easier to see what you may have done wrong.

  • In OBJ mode the placement and number of particles is determined by the vertices in your model, and not by the Particles settings in the Base Form. You can thin them out by skipping vertices using the Skip Vertex option in the OBJ Settings, but to otherwise change the number you would need to redo your model with more or less vertices.

  • Jim Scott

    March 31, 2016 at 11:19 pm in reply to: Character tab Missing

    And if that doesn’t work:

    Go to Window>Customization>Customize menus. A “menus” window will open up, where you can customize your menus and submenus. Select M_EDITOR if it’s not already selected and look at the list. If Submenu Character is missing I think you may have removed it by accident or have a corrupted prefs file… in which case quit C4D and look in your Maxon>Cinema 4D Rxx >prefs folder, and if there is a c4d_M_EDITOR.res file remove it and restart Cinema. That should force it to revert to the default menu with all of its submenus.

    Hope this helps.

  • Jim Scott

    March 31, 2016 at 3:43 pm in reply to: Problems with Alpha Channels –

    To me this seems to be an issue with how TurbulenceFD deals with rendering the different types of fire, rather than how AE deals with the resulting movies. Perhaps an expert TurbulenceFD user would know what settings to modify in order to create an exported movie that matched what you see in C4D, but I am just a hobbyist and so far have not found a way to modify your own project to get that result. I was able to create an example which gave similar results in C4D and AE, but that look may not be what you are going for. Perhaps you should try contacting Jawset for support, or hopefully someone else with more experience with the plug-in can offer help.

    Good luck.

  • Jim Scott

    March 31, 2016 at 3:31 pm in reply to: Character tab Missing

    Go to the Layout selector and choose “Cinema 4D Menu” in the bottom section. This should give you the full set of menus.

  • Jim Scott

    March 31, 2016 at 12:28 am in reply to: Problems with Alpha Channels –

    Carlos,

    Here’s your original project with an additional modified TurbulenceFD container to compare with your own. The fire remains vibrant when compositing in AE and there is more visible smoke. Run simulations with each container deactivated while the other is active and compare the results. I have included some screen grabs from AE of the rendered movies. I did modify the render size and frame rate of your project just to speed up renders.

    9936_firewalltestmodified.c4d.zip

  • Jim Scott

    March 30, 2016 at 7:27 pm in reply to: Problems with Alpha Channels –

    Carlos,

    I got the same results you did when rendering your project and am experimenting as well with different render and TurbulenceFD settings. There is definitely a difference between how the TurbulenceFD renders look in C4D and how an exported movie comes out. While I love its capabilities, I have found that its use is certainly not intuitive. The number of variables are staggering, and trying to tune them for a desired result can be difficult.

    In working with the project from which I supplied the images above, I added some glow in AE to avoid an image that was overly thin or transparent. In experimenting with your project I have had some success with activating the Burn channel in the Simulation settings of the container but still have not created an exported render which approximates the image inside C4D. I’ll let you know if I find some settings that work.

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