Forum Replies Created

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  • Michael Goldberg

    November 14, 2014 at 10:04 pm in reply to: Metaball and cloner problem

    Thanks Adam,
    That’s kinda what I thought. Vertex mode works pretty good, I’ll go from there.

    Mike

  • Hi Brian,
    What I would do is first find out what the client wants as a delivery format. The stereo images can be rendered as Side by Side, Top/Bottom, or interlaced (all 3 of these give you a half res image, since you’re reducing the frame to 1/2 of the full frame). It depends on their playback system. You can also deliver full Frame separate animations. That can all be done with no glasses, and no special tv etc. If however you’re going to want to view the 3D, and see how it looks (which I assume you will), you’ll need to view it. I’ve seen people use the old anaglyph method (red/blue glasses), but it’s not very good. I chose the active shutter method (active shutter is just – the left and right eye turn on and off in sync with the monitor.) for viewing because I thought it would give me the best images, and was what was being used for home 3D TV’s. There’s lots of reading on the web on the difference between active and passive, I’m sure they’ll give you much better explanations than I can.

  • Hi Brian,
    We’ve done it for a few projects, and it’s worked pretty nicely.
    We have an alienware 3D monitor (OptXâ„¢ AW2310 23″ 3D Full HD Monitor)
    and Nvidia 3D Vision –
    https://www.nvidia.com/object/3d-vision-main.html

    This allows us to view Stereoscopic In Active Shutter Mode. You’ll need some type of setup to view your 3D work. This is an inexpensive solution that works well. Essentially all you’re doing is creating 2 comps, a Left Eye Comp and a Right Eye Comp.
    I start in C4D, which has a stereo cam. It’s very easy to use, all you need to do is add it to you’re scene, and it will render both eyes out for you. There are several settings on the camera (you can read about it here, (https://www.cafedownloads.com/reviews/r13/3dstereo.html)
    but the key setting is zero parallax. This is a plane that you can visually set to what you want to be at screen depth. Once in After Effects, you need to set up a comp for each eye. We generally render out Full Left Eye and Right Eye comps, and send it out for final delivery. Some will ask for a combined HD image with the left eye on one side and the ride side on the other (some may want top/bottom). Easy enough to set up. I generally just make changes to each comp by copying whatever I need from the Left side. If you have lots of effects, you can simply delete the Right side, and just copy the left side to recreate the right side. If you find you’re doing lots of tweaking there are scripts available to do that for you…
    https://www.youtube.com/watch?v=n1W4ykzL5Jk

    It’s been a while since we were doing 3D work, but it’s not quite as painful as it may first seem. There’s lots of info. out there regarding things like eye separation and more. Good Luck.

    Mike

  • Michael Goldberg

    August 31, 2014 at 10:42 pm in reply to: Weight Tag accidentally deleted

    Ok, answered my own question –
    I opened the old file, and from the weights table, I saved the weights to a text file. I then Opened the new file, and loaded those weights. That did the trick.

    Mike

  • Michael Goldberg

    August 22, 2014 at 3:27 pm in reply to: connect and delete

    Hi Adam,
    Yeah, I just figured it out. I’m an idiot.
    It’s working.
    I had changed my display, so I was clicking on each object, and no points were selected, but I thought all were selected. Makes sense.
    Duh!

    Mike

  • Michael Goldberg

    March 24, 2014 at 10:02 pm in reply to: How to key frame the dimensions of a cube.

    Hi,
    In the attribute manager, there is a little radio checkbox next to the x,y,z attributes of the cube. Simply CTL click that box to set a keyframe for the size.

    Mike

  • Michael Goldberg

    December 19, 2013 at 6:30 pm in reply to: Combining Multiple Dynamics Objects

    Thanks Adam,
    I’ll play around with some of these settings.

    Mike

  • Michael Goldberg

    November 5, 2013 at 12:11 am in reply to: collada import

    Adam,

    I didn’t know about the texture manager in R15, I’ll have to check that out,
    thx.

    Mike

  • Michael Goldberg

    May 28, 2013 at 1:32 pm in reply to: Cloth objects colliding with each other

    Hi,
    I think I might try the soft bodies. I’ve tried everything in cloth, and can’t quite get it to behave correctly.

    Mike

  • Michael Goldberg

    May 25, 2013 at 4:29 pm in reply to: Cloth objects colliding with each other

    Hi Adam,
    This is getting a little closer, but some spots are still breaking through (I can keep increasing the eps for each value and see what happens), but the bigger problem is….
    As the cloth falls, it’s blowing around as if wind is effecting it. I have no wind, and have the wind settings all set to 0 in the forces tab. The cloth should just drape down and then rest. I can stop the simulation after x frams, but that looks unnatural.

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