Forum Replies Created

Page 11 of 285
  • Mylenium

    March 1, 2007 at 10:30 am in reply to: AE 7.0

    It will, if you consider a few things. There’s an entire tutorial/ article on this here at the COW, so consult the tutorials section.

    Mylenium

    [Pour Myl

  • Mylenium

    March 1, 2007 at 10:29 am in reply to: re: 3d extract question Depth Blur

    Not sure, but IFF should work also. Do you see the depth channel in other apps (fcheck for instance)?

    Mylenium

    [Pour Myl

  • Mylenium

    March 1, 2007 at 10:27 am in reply to: how to model this

    A combination of various techniques:

    Use a very crude Sweep NURBS, then, once the shape is halfway clear convert to a HyperNURBS object and refine using edge loop/ poly loop selections. There’s no ultimate advise on this, as obviously it’s a pretty complex process to not create unwanted overlap and intersections. TRhe nice thing when working with HyperNURBS is that you can hide parts of the model with selection tags. This makes things a lot easier.

    Mylenium

    [Pour Myl

  • Mylenium

    March 1, 2007 at 10:20 am in reply to: TExt trail

    Use the Echo effect.

    Mylenium

    [Pour Myl

  • Mylenium

    March 1, 2007 at 10:18 am in reply to: water spray – target tracing spline

    Depends on how realistic it needs be, but simple particles, partly combined with the metaball object should do. You only need different emitters for varying the drop sizes.

    Mylenium

    [Pour Myl

  • Mylenium

    March 1, 2007 at 10:15 am in reply to: mimicking AppleDock with expressions

    Just use the

    d = toWorld(anchorPoint) – thisComp.layer(“scaling Null”).toWorld([0,0]);
    distance=length(d);
    linear(distance, 0, MaxDist, [maxScale, maxScale], [BaseSize, BaseSize]);

    to determine a offset factor. modify it to fit in the other stuff and you’re good to go:


    MaxDist=200;

    d = toWorld(anchorPoint) – thisComp.layer(“scaling Null”).toWorld([0,0]);
    distance=length(d);
    pos_offset=linear(distance, 0, MaxDist, 0, 100]);

    //decide whether the current icon is before or after the largest icon and move in the right direction

    if (scale[0] < thisComp.layer(index+1).scale[0]) {pos_direction = -1} else {pos_direction = 1}; pos_new=position[0]+pos_offset*pos_direction; [pos_new,position[1]]

    Mylenium

    [Pour Myl

  • Mylenium

    March 1, 2007 at 10:08 am in reply to: continuous velocity after a keyframe.

    No. You need to create a cycle for this.

    Mylenium

    [Pour Myl

  • Mylenium

    March 1, 2007 at 10:04 am in reply to: Enhanced Open GL question

    Check your graphics card drivers and settings. If C4D says it’s not there, it only means that the driver does not provide the functions C4D requests. Installing a new driver or changing the config would possibly fix that.

    Mylenium

    [Pour Myl

  • Mylenium

    February 28, 2007 at 6:09 pm in reply to: Morph/blend Spec Efx Shot

    Accumulate a few frames with Echo to create some trail, the displace it slightly with Turbulent Displace. Do this in a pre-comp. Use it in your main comp and warp/ morph it along with your otehr footage. For fading in the second actor, build a gradient wipe/ matte based on some Factal Noise perhaps.

    Mylenium

    [Pour Myl

  • Mylenium

    February 28, 2007 at 5:57 pm in reply to: merry-go-round with four objects

    Apply a simple expression to the orientation property of each layer (Alt+click the stopwatch):

    lookAt(position,thisComp.layer(“Camera”).position)

    Mylenium

    [Pour Myl

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