Forum Replies Created

Page 38 of 85
  • Randy Johnson

    November 11, 2009 at 7:05 am in reply to: thread effect

    They did that very carefully.
    Its more a matter of getting everything thing in the right places so you can blend the different layers together.

    /Randy

  • Randy Johnson

    November 9, 2009 at 7:14 am in reply to: TBlurp or not TBlurp

    Tblurb is extremely limited and cannot do anymore.
    Pfrag starts as the object and does not really form a second object no. With careful editing you can easly hide this and just play specific renders in reverse to “create”.
    However MOGRAPH with TP might be exactly what you looking for. I would assume you are going to need to use a few methods to get the volume of particles to look good anyway.

    /randy

  • Randy Johnson

    November 5, 2009 at 5:31 pm in reply to: Dynamic Pendulum

    I can’t help with dynamics but if you need a work around soft IK works nicely for these situations and if you have a R11 or 11.5 motion clips can create these movements too.
    /Randy

  • Randy Johnson

    November 5, 2009 at 2:25 pm in reply to: Polygons not affected by hyperNURBS

    Yep, you have them over lapped there too.
    Enable the hyper nurbs, then select and delete the polygon. You will there is another under it.
    An easy way to find these layered polys is if you enable the hyper nurbs there is generally (not always) a hole in the mesh.

    /Randy

  • Randy Johnson

    November 5, 2009 at 2:04 pm in reply to: Polygons not affected by hyperNURBS

    You have overlapping polygons. If you select the poly on the shoulder notice that the edge down the middle does not highlight… thats your problem. I would just delete them shoulder and reconstruct it.
    There are a few more like this you may want to look for and correct. (only where you bridged.)

    /Randy

  • Randy Johnson

    November 5, 2009 at 1:31 pm in reply to: Polygons not affected by hyperNURBS

    can you upload or email the model?
    randy [at] rootvisuals.com

    /randy

  • Randy Johnson

    November 5, 2009 at 12:37 pm in reply to: help with particles TP/Particular/Form

    Might be best if you start with the presets found in the content browser (or downloaded from maxon)

    For these types of particles I really like the spline emitter. This way you can animate the spline too and that makes the orgin of the particles very subtle rather than one source. Do you have an animation that you can link to show coser what you are looking for?

    For general TP SREK has the best examples I have seen with a good text clarifying what is what.
    https://www.bonkers.de/tp/tp.html

    If you have time and a little money https://www.cmivfx.com has like 8 hours of TP tutorial but it seems a little overkill for this project. It deals a lot with swapping groups and interaction.

    /randy

  • Randy Johnson

    November 5, 2009 at 12:30 pm in reply to: Polygons not affected by hyperNURBS

    select the edges that are not effeted and hold down the full stop key (period key) and drag to the right.
    /Randy

  • Randy Johnson

    November 3, 2009 at 2:19 pm in reply to: Silet water

    Thats what makes this shader so great is that it responds to the location of specified geometry.
    /randy

  • Randy Johnson

    November 2, 2009 at 3:50 pm in reply to: adding logo to specific portion of materia

    Why wouldn’t the specular and such match?
    I would just fix the log in PS with alpha and drop it on the object. Then move it about till it looks nice.
    Making selections like you have done can speed this part up.
    I would not bother with BP for this type of thing. Espesially if you have not laid out the UV’s already.

    /Randy

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