Mylenium
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>Seems like a common request. I’m suprised Adobe doesn’t have a solution.< Well, how do you think it should work? Sorry, but all technical aspects speak against it. You would have to dig into the font file, find all vertices and their tangents and from that calculate an intermediate path to use for a path based wipe/ stroke. After that you'd still have to determine which stroke gets drawn first (if a glyph consists of multiple strokes). I simply don't think it's feasible given that there is a bazillion fonts on this planets, some of them drawing from left to right, right to left, top to bootom with a plethora of curves and strokes and variations. At best I could think of some simple linear/ radial wipe, that uses a charcter's bounding box and interprets it as the wipe area, but beyond that I wouldn't keep my hopes up. Mylenium [Pour Myl
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>Seems like a common request. I’m suprised Adobe doesn’t have a solution.< Well, how do you think it should work? Sorry, but all technical aspects speak against it. You would have to dig into the font file, find all vertices and their tangents and from that calculate an intermediate path to use for a path based wipe/ stroke. After that you'd still have to determine which stroke gets drawn first (if a glyph consists of multiple strokes). I simply don't think it's feasible given that there is a bazillion fonts on this planets, some of them drawing from left to right, right to left, top to bootom with a plethora of curves and strokes and variations. At best I could think of some simple linear/ radial wipe, that uses a charcter's bounding box and interprets it as the wipe area, but beyond that I wouldn't keep my hopes up. Mylenium [Pour Myl
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With what are you shooting? Sounds like your camera uses some pretty severe compression or has a lowlight setting enabled somewhere so it produces noise.
Mylenium
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No, Keylight does not work in Standard even if you somehow can rip it from a Pro package and install it.
Mylenium
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No. That would require voxel based extrusions and C4D does not support those (as do most other 3D programs). As it stands, just like in AE, you would have to animate mask shapes you extrude using PLA or other techniques. As a workaround, you can map your texture onto a volumetric light (parralel spot), but of course that only works for linear extrusions/ sweeps.
Mylenium
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Make sure you set your texture paths properly in the preferences, both on your workstation and on the server. In addition to that, you can have a “tex” folder within every project folder or store your textures in the main directory. C4D will look up those automatically.
Mylenium
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It’s still there. The icons just look different.
Mylenium
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Regardless of which route you take, you’ll have to have animated masks. Even morphing won’t be automatic. I’d animate the rough continental shapes from this day and age to form Pangea, pre-compose them and using Auto Trace get masks which then could be refined. Somewhere along the road you’ll have to do a simple morph combinmed with a dissolve.
Mylenium
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Mattes are added on top of the calculated effects/ pixel buffer. You need to pre-compose to get your desired result.
Mylenium
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Not sure what you mean. If you need more control, use loft NURBS instead of sweeps. You can then rotate each shape separately and control the inbetween segments more selectively.
Mylenium
[Pour Myl