Mylenium
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Yes, it reacts a bit twitchy or over-sensitive. I often find myself having to attempt twice when dragging stuff around in the object manager, but I guess it’s just a matter of adapting. Dunno about specific tablet problems, though, as I’m using a mouse for 3D stuff. Have you tried adjusting the sensibility of your tablet in your tablet settings? You know, you could probably create an application specific profile…
Mylenium
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Set the falloff to “none (Integrate)”, that shoudl give you what you need. Then simply connect the End parameter of the Stroke to the output with a pickwhip expression.
Mylenium
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No. The RGB buffer will always have a background color, but since you get an Alpha channel, I don’t see a problem. It’s as simple as selecting the Alpha, making the background layer a floating layer and applying the selection as a mask. The only thing to take care of is to use straight Alpha. Photoshop does not handle premultiplied Alpha correctly.
Mylenium
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On the base architecture, Quadro and GeForce are the same. The main difference is that Quadros are specially tested, have higher quality RAM, higher bus frequencies for enhanced data rates and some features are enabled that are not available in a standard GeForce, which is both on the board itself and in the driver. So one could say when buying a Quadro, you primarily get better compatibility with pro apps as well as better lifetime guarantee which is simply a matter in which computers those cards end up and how they are distributed. You won’t simply find a Quadro in a gaming machine from a retail shop round your corner, only in high-quality computers from certified partners. In a way it’s a bit of a chicken and a hen question – a good computer is a good base for a powerful graphics card, but a bad computer can not exhaust the potential of even the most powerful one. Both aspects have to be balanced. Since you are an editor and probably will be doing more compositing and editing than 3D animation, a “normal” GeForce should be more than sufficient. Our XPress Pro system runs this way with an older GeForce model and we don’t have any problems. Even 3D animation is not a particular problem on this system, as long as we don’t try to move around a bazillion polygons from a CAD file.
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The strength acts as a multiplier to the shutter setting. It doesn’t work linearly though, as it seems to be normalized internally to compensate for excessively wrong settings.
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Enable the fix texture option in the cloner. You may also need to work with additional stick texture tags on the original source object depending on what projection type you use.
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Mylenium
February 28, 2007 at 6:30 am in reply to: Does C4D have a feature that emulates Maya’s Sprite Particles?Yes. You only need to enable the Alpha property of the material. I know it kinda sucks, but hopefully now that Per-Anders Edwards (who developed StormTracer) works for Maxon directly, we will see something similar cominbg natively to C4D.
Mylenium
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Well, multiply the X position by the scale factor. Dunno your specific setup, but if you already are using a Null and one of the keyframe methods like ease(), it could be something as simple as this:
pos_offset=100; //maximum maximum offset
pos_factor=thisLayer.scale[0]/100; //X scale of same layer//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_factor*pos_offset*pos_direction; [pos_new,position[1]]
The only condition for the code to work is that your layers are stacked neatly in the right order because it uses the index to determine the direction in which to move.
Mylenium
[Pour Myl
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Well, multiply the X position by the scale factor. Dunno your specific setup, but if you already are using a Null and one of the keyframe methods like ease(), it could be something as simple as this:
pos_offset=100; //maximum maximum offset
pos_factor=thisLayer.scale[0]/100; //X scale of same layer//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_directrion = 1}; pos_new=position[0]+pos_factor*pos_offset*pos_direction; [pos_new,position[1]]
The only condition for the code to work is that your layers are stacked neatly in the right order because it uses the index to determine the direction in which to move.
Mylenium
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Mylenium
February 27, 2007 at 6:01 pm in reply to: Does C4D have a feature that emulates Maya’s Sprite Particles?No, not natively. You need plugins for this like StormTracer or use mapped planes as geometry for Thinking Particles.
Mylenium
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