Forum Replies Created

Page 131 of 149
  • Steve Bentley

    August 8, 2017 at 9:46 pm in reply to: Animating Materials

    And while I’m looking again… it was bugging me that after all that glossy reflective work the animation was still clunky with very few eases. I think now they have actually used point level animation (PLA) to alter the geometry – so they are editing the position of the points directly and setting key frames. You can’t do f-curves with PLA – out of the box anyway. So I’ll bet they didn’t l know how either. But that kind of proves that it’s geometry moving around and not textures. If it was textures they probably would have used easing since thats the default keyframe setting with cinema.

  • Steve Bentley

    August 8, 2017 at 9:42 pm in reply to: Animating Materials

    Actually I think (after looking again) they may just be lathed objects with a really shallow arc. A circle won’t flatten quite that way.

    I didn’t notice this the first time, on the right when one of the panel flips over it reveals the objects inside that didn’t flip with it. And these are those “cookie” shapes you are trying to deal with..

  • Steve Bentley

    August 8, 2017 at 9:39 pm in reply to: Animating Materials

    Spheres are terrific things – you can stick em just below the surface, flattened in the Y and then scale them up and they will poke through the surface with either an elipse or circular profile . A little Ambeint occlusion to get some shadow into the interface between sphere and surface and that should do it.

  • What do you mean “before the keyframes”?

  • Steve Bentley

    August 8, 2017 at 7:26 pm in reply to: Trapcode Particular is repositioning my mask path

    Most of the trapcode effects are psuedo 3d if not true 3d. So it could be that your camera is pushed in a little and the effect is happening in 3D while the masks are locked to z=0 where they always have to be. (ok not really, but I’ll bet that’s it)

  • Steve Bentley

    August 8, 2017 at 6:21 pm in reply to: Boole union intersect problem between 2 Capsules

    I think scale is the most important for mballs

  • Steve Bentley

    August 8, 2017 at 6:05 pm in reply to: Boole union intersect problem between 2 Capsules

    Ya mballs can be less than intuitive. You just have to get your inner mercury on.
    This should get you part of the way. Ignore the cube aspect of the primitives – I can’t believe that after all these years and all the times you need them there isn’t a single point poly primitive. So I usually just start with cubes or planes and delete points.

    11584_metaball2.c4d.zip

  • Steve Bentley

    August 8, 2017 at 4:27 pm in reply to: Can’t get sweep to follow extrusion

    Just think of it as more points means a smoother spline (more resolution)
    For uniform, a higher number means more divisions and thefore more resolution- but those are spread out evenly or uniformly so sharp changes in the spline might not have enough points in that spot. You can crank it up to accomodate but the you are adding divisions in spots you don’t need them.

    For things like Bezier’s and adaptive it’s about the angle between each point or knot so a lower number has higher resolution. Kind of like (this is over simplified ) whenever the angle between knots rises above 3 degrees stick a virtual point in to make the transition smoother. The adaptive part means if there isn’t enough sharp changes in the curve the system won’t any more geometry – it adapts and adds only as needed.
    There is no right or wrong, the only down side is when you come to render the higher the uniform number or the lower the adaptive number means more polys for then render engine to consider.

  • Steve Bentley

    August 8, 2017 at 4:19 pm in reply to: Boole union intersect problem between 2 Capsules

    Sorry that was dumb – I’ve been uploading files lately so just got into the habit – should have just posted a pic

  • Steve Bentley

    August 8, 2017 at 4:16 pm in reply to: Boole union intersect problem between 2 Capsules

    youi could also add deformers once you get the shape you want to tweak it further

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