Forum Replies Created
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I have tried several formats all consisting of QT animation.
I am looking at 1080 25p but the only content is the FCP created text.
I have been playing around with my sequence settings as well as my export settings trying to get different results. Since its only text and alpha. The text is edited with straight cuts and is static on screen so low quality settings don’t really change the image… that I can see anyway.
I have attached the scene so you can see what I am I refering too.
685_compressionhelp.fcp.zipThanks
Randy -
All my hard drives are Mac OS Extended (Journaled)
It is in a raid set up to mirror another that is also Mac OS Extended (Journaled).
How does that effect my files if it was DOS?
I have tried an export to my system drive since reading your post and got a different file size again 1.66gb where the previous was 1.99gb…./Randy
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Cloth is the way to go.
Make all the bubbles one object and then you can play with the gravity, stiffness and even the particle effectors to get the movement you want.The jiggle deformer need to have key frames and would take a long time to set up.
I guess mograph could get the collisions but not the impact movement like cloth./Randy
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Randy Johnson
April 6, 2010 at 7:13 pm in reply to: TP Particle Dispersion (TP Deflectors Continued…)I would start over… but thats just me. I rarely get to use any of my first ten attempts at anything in C4D.
here is a tutorial. I have not watched it but he is pretty good at making tutorials.
https://www.c4dcafe.com/ipb/index.php?/topic/50939-updated-tutorial-particles-follow-a-spline//randy
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Randy Johnson
April 6, 2010 at 6:59 pm in reply to: TP Particle Dispersion (TP Deflectors Continued…)Yea there is no “destructor” that i know of.
You could set up a condition that converts then particles to a new group and that group dies fast.However I think it might be simpler to approach the emitter differently. Instead of collision why not have the particles follow a spline? You will get far more control and retain the random look.
/Randy
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Randy Johnson
April 6, 2010 at 5:45 pm in reply to: TP Particle Dispersion (TP Deflectors Continued…)Could be that they are dead before they make it out. In this case you can give them a longer life or a faster speed.
/randy
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Personally I like using light as well but instead of black (although black is easyer to set up and edit to and from) using colored lights and a clean background can be very nice.
Surface Caustics can add that extra touch sometimes too.
Also I suggest playing with you material with the COLOR channel disabled and work the color in the transparent tab.
Here is an example of what I mean. Here i a used a default lit scene from grayscalegorilla but its simple enough you could recreate it.
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Glad to help.
/randy -
You have your P Pass node set to ALL and connected to the Pdeflector that is currently Left Chamber.
However you already have two particle groups: Center Chamber and Left Chamber.
So create another Deflector and set it too Center Chamber.
And change your PPass to match the deflector. (drag and drop the particle group over the “ALL”)/Randy
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If you make the sweep nurbs editable (c) then while in edge mode you could bridge the hole.
If you want to connect objects make sure they are editable then select what you want to connect and right click on them in the object manager. There is a “connect” option.
/Randy
