Forum Replies Created

Page 47 of 85
  • Randy Johnson

    April 9, 2009 at 10:07 am in reply to: Space Tunnel Cinema 4d

    Mograph does this very well. Set your cloner to OBJECT and drag the spline you want to follow as the object.

    You can also use the duplicate tool. Make sure your spline is set to uniform in the intermediate Points. It might take some tweaking to get the alignment right. The banking has to be delt with a rail spline.

    /Randy

  • Randy Johnson

    April 9, 2009 at 6:08 am in reply to: Carachter Animation

    Not sure what going on there.
    /Randy

  • Randy Johnson

    April 8, 2009 at 3:47 pm in reply to: Carachter Animation

    I am not good enough at this stuff to explain it….
    https://www.c4dcafe.com/ipb/index.php?autocom=downloads&showfile=15

    /Randy

  • Randy Johnson

    April 8, 2009 at 2:29 pm in reply to: Illustrator splines to 3D object?

    You want to put the spline into a Extrude nurbs.
    Also ideally you dont want the shapes to over lap in illustrator cause the splines get all weird in C4D. So make it the way you like in illustator and then before you export move them so they don’t overlap and re align them in C4D

    /Randy

  • Randy Johnson

    April 8, 2009 at 2:13 pm in reply to: Spot Light Expresso

    Well You can start with a noise node and connect that to your intensity. If you set that to a wavy turbulance you will get a smoother fade. Then you can play with the frequency and amplitude to get the range and speed that you want.(I would turn on positive only)

    Now to get more range you can add a math node between the noise and Light. Connect the noise into the input and in the node select what you want to multiply it by. After the Math node you might want to add a range mapper to clamp the highs… so you dont get 500% or what ever There is a tutorial for the range mapper on c4dcafe.com in the Member’s Tutorials its very nice.

    If you are setting up a lot of these I would suggest iterator but thats a little more complicated.
    Good luck,
    /Randy

  • Turn your Keyframes interpolation to STEP rather than the default linear. Do this by selecting the keyfames in the timeline and in the option appears in the attributes manager.

    I am not to sure about the grid snapping maybe maybe Brian or Adam can help you out there.

    /Randy

  • Randy Johnson

    April 7, 2009 at 8:41 am in reply to: Importing Shake Tracking Data

    I have not been able to go shake to cinema yet. I use 3rd party tracking software that exports to both shake and Cinema PF track and PF hoe both do this.
    Please share if you get it to work.
    /Randy

  • Randy Johnson

    April 5, 2009 at 6:18 am in reply to: new to 3D

    Cinema 4D is known for s it learning curve and friendly interface. But I suggest downloading the free demo versions from the several programs and finding for yourself what you like using.

    /Randy

  • Randy Johnson

    April 4, 2009 at 2:39 pm in reply to: Creating Ocean Scene

    The second plane is a ocean floor. My water shader is a little transparent so with out the second plane you would be getting the sky showing through. You can make the ocean deeper and shallower in places and get different water color as a result. Of course this is only a starter file you can add so much more.
    THe shader works well on a floor object and then you can use animated displacement to replace the win deformer I used too… I like the Mograph displacement so I can see whats happing….

    Good luck.

    /Randy

  • Randy Johnson

    April 3, 2009 at 9:36 am in reply to: Odd hand glitch

    You need to weight the mesh to the joints a little more closely Binding does an Auto Weight and apparently twas not good enough. The points that spike are not weighted to a joint. Use the weight tool and with both the Mesh and Joint selected (only one joint at a time) paint the points you want that joint to effect. Make sure every point is effected by a joint.

    /Randy

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