Forum Replies Created

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  • 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

  • Randy Johnson

    December 17, 2011 at 11:04 pm in reply to: animation/dynamics question

    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

  • Randy Johnson

    December 17, 2011 at 4:20 pm in reply to: skip alot of steps to make a correction?

    *Disable the Skin
    *move the joints how ever you want
    *Select the weight tag and click “set bind pose”
    *Enable the skin

    /randy

  • Randy Johnson

    December 15, 2011 at 4:39 pm in reply to: Constant Speed Rotation

    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

  • Randy Johnson

    December 14, 2011 at 7:51 pm in reply to: Creating Text with Hair

    Convert the text spine to a hair guide and clone the hairs. Make it pretty with the hair material.
    /Randy

  • Randy Johnson

    December 14, 2011 at 7:48 pm in reply to: landscape object based on grayscale image

    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

  • Randy Johnson

    December 13, 2011 at 7:49 am in reply to: Changing Floor Colours Based on the camera position

    I 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

  • Randy Johnson

    December 13, 2011 at 4:46 am in reply to: Changing Floor Colours Based on the camera position

    In 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

  • Randy Johnson

    December 1, 2011 at 10:58 am in reply to: 3D Map

    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

  • Randy Johnson

    November 1, 2011 at 4:38 pm in reply to: Sketchy Pencil Animation

    For pencil strokes I have had pretty good results using a tracer object and a flat sweep nurbs connected to the tip.

    /Randy

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