Forum Replies Created

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  • Randy Johnson

    September 16, 2010 at 6:38 am in reply to: Current State to Object

    By making it a single object you have increased the amount of polys, Converting a hyper nurbs object is actually kinda rare. However boole operations take so much power that it sometimes makes your viewport slow and then converting it is the best option. Symmetry can be difficult to texture and impossible to rig so it needs to be converted some of the time.

    There are some really good modeling tutorials all over that can explain good habits to build and explain some of this stuff in depth. c4dcafe.com is a good place to start.

    /randy

  • Randy Johnson

    September 8, 2010 at 6:25 pm in reply to: Hills which animate / grow

    my first thought is a morph deformer.

    You can use the magnet tool if you want. You just need to enable Point Level Animation, Its a grid looking botton beside your timeline. Then you can keyframe points.

    Both of these methods leave you with linear animation though… if you want more organic growth you may want to play with displacment maps (mograph deformer will a visual representation)

    /randy

  • Randy Johnson

    August 26, 2010 at 10:38 am in reply to: Creating an alpha wipe mask in C4D

    hard to say when I have no idea how you set it up. Can you share the file?
    /randy

  • Randy Johnson

    August 1, 2010 at 3:25 pm in reply to: Need assistance – trying to bulge

    For the bulge deformer to work you need to have some polygons to deform.
    To get this you can Change the setting for TYPE in the Caps tab of your extrude nurbs. The default is N-gons. Swap that over to quadrangles and check regular grid.
    Then you can place the extrude nurbs and the bulge defomer in a NULL together and adjust the grid as needed.

    /randy

  • I am not sure I understood correct but it sounds to me that using Sweep nurbs for both cables, and instancing the spline should solve this. … again I am not sure I understood correctly.

    /randy

  • Randy Johnson

    July 27, 2010 at 1:23 pm in reply to: Billing Question

    There are so many threads about this all over the different forums. The short version is $50 up to $200 per hour.
    And most freelancers are flexible depending on the project, the client, the time the project starts/ends.
    So its wide open. If you are a studio pricing is higher.
    Its common to take a percentage of the pay before starting as well. I have heard any where up to 50%.

    This is what I have gathered over the years…. hope it helps.
    /randy

  • Randy Johnson

    July 25, 2010 at 10:57 am in reply to: Realflow meshes not visible in Cinema 4D 11.5

    Did you save in realflow after you simulated?
    Did you export all from realflow and try that?
    Are you importing the right .bin from the mesh folder in the realflowfile group using the realflow SD importer?
    Is it scale issue? Is it too small to see like a lightwave file generally is?
    What tutorial did you watch?

    /randy

  • Randy Johnson

    July 24, 2010 at 10:08 am in reply to: Animating a bleeding texture over human body

    This can be done in so many different ways. Results will vary depending on your model and texture types.

    -I would start with animating the knots in a gradient placed in the alpha channel of your texture.

    -You could put both textures in a “Layer” l and place a “mask” layer between them. I have actually done this by sending my UV to a composting software and animating a mask there then bringing that into the the shader as a mask… then you can control it perfectly.

    -Render out the same image two times. Once with your main texture and again with the new one. Then animate a Roto shape to reviel the new texture.

    /Randy

  • Randy Johnson

    July 24, 2010 at 9:55 am in reply to: Key commands / Hot Keys

    Command manager has them all.
    Shift + F12 will bring it up.
    /Randy

  • Randy Johnson

    July 24, 2010 at 9:52 am in reply to: Xplode valkaari plugin

    I have not had any luck with it.
    I can’t get the particles to come directly off the object.
    And Everything crashes when I try to apply particles created off another object.

    /Randy

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