Forum Replies Created
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Randy Johnson
December 18, 2011 at 12:18 am in reply to: Rendering as an animation gives me less particles than as an image.Your emitter has both birth editor and birth render…. the render should be what you see.
Particles are also dependent on the previous frame so if you started your render on frame 25 you will have missed the first 25 frames of emission … unless you started emission f 25 and so on. A way around this is to bake your particles. It does not take long and gets your particles to render the same every time.
/Randy
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If you are in release 13 you can use a walk cycle with the new CMotion tools they have a walk on spline or straight line option…. then you can adjust the walk cycle to your liking… sadly doing more than this is difficult, (At least for me it is)
Other wise you need to hand animate it. There are a lot of helper tips about walking cycles but it really comes down to how good your rig is and how complicated the ground is. You can rig your controllers to “feel the ground” but bending the foot to do so is not really going to happen and if you manage that it will still need step by step adjustment to get an organic feel.
/Randy
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*Disable the Skin
*move the joints how ever you want
*Select the weight tag and click “set bind pose”
*Enable the skin/randy
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If you want to keyframe a constant speed F-Curves need to be linear for that. Press spacebar in the timeline to start F curve mode. (looping is called cycling in the time line options.)
To make a loop with expresso you just take a time node and have the output connected to the Rotation of your object to control the speed drop a math node between them.
Time effecter in mograph does the same thing
/Randy
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Convert the text spine to a hair guide and clone the hairs. Make it pretty with the hair material.
/Randy -
I think a mix of modeling and displacement can generally get everything right; however, you are looking for the relief object (found with the primitives) It tends to look more like a license plate pressing though…
/Randy
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Randy Johnson
December 13, 2011 at 7:49 am in reply to: Changing Floor Colours Based on the camera positionI was way off when I read your questions the first time… I thought you wanted to change the color.
If you want a solid white that does not get shadows or reflections luminance is the way to go;however the compositing tag will keep things nice and white while accepting shadows and so on
here is a tutorial.
https://greyscalegorilla.com/blog/2011/01/the-compositing-tag-the-answer-to-all-your-problems/Another way of dealing with this is your lighting…. adding a sky object with a white lum material on it will help even things out.
/Randy
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Randy Johnson
December 13, 2011 at 4:46 am in reply to: Changing Floor Colours Based on the camera positionIn your material you should be using fresnel.
You can change the colors and all that by adjusting the gradient. It is almost always used on reflective surfaces.https://skitch.com/randy-johnson/gx5ex/material-editor
/randy -
You need to tell the material to be on the CAP of the extrude nurbs.
If you select the material tag on the object, there is a n empty field called ” SELECTION” type in C1 or C2 there and see what happens.In addition to that you may need to change your projection type, flat mapping will most likely be the best you will need to adjust the material to look right.
Another option is to take the splines (paths) that you want to texture into their own extrude nurds and make them editable then you can drop a texture on with out any issue.
/Randy -
For pencil strokes I have had pretty good results using a tracer object and a flat sweep nurbs connected to the tip.
/Randy