Forum Replies Created

Page 144 of 149
  • Steve Bentley

    July 19, 2017 at 7:08 am in reply to: xpresso calculation priority

    Spectacular! Thanks guys.

  • Steve Bentley

    July 19, 2017 at 7:02 am in reply to: Newbie having trouble with a key framing issue

    A couple of things:
    It might be another keyframe at anothe time that is forcing the animation back to bent legs.
    Using IK normally you don’t use rotation to position things (at least we don’t) you just drag the end point and the rest of the chain follows along. So it might be that the rotation you are adding in there is messing up the bone orientation and thereby messing with the IK chain.
    Without seeing the project it’s going to be hard to tell what’s happened. Can you upload?

  • Steve Bentley

    July 18, 2017 at 9:28 pm in reply to: xpresso calculation priority

    Good idea.
    I did, but i’m only used to employing the sample node (and data node) when using the cloner and its effectors. Here i’m using a turbulence force and a jiggle and trying to get the sphere to puppy-dog along with the cube. Position is really all I need but rotation would nice too. With the jiggle I wasn’t sure which went where in the xpresso chain. I’ve tried it like I would for a cloner with the Effector (the turbulence) being plugged in to the effector port on the Sample node and with the object’s global matrix being used, but I think the jiggle has to be in the somewhere.
    I’ve also tried it with the Data node thinking that would give me another port for the Jiggle but no luck so far.
    Am I thinking about this too hard?
    Attached is a simple set up but obviously not working.

    11527_simplesample.c4d.zip

  • I should qualify that. I can get the wind modifier to tumble anything I want, except particle like things. I’m using mograph to hand out the position assignments to TP and emit from a plane. I tried putting the dynamics tag on the actual object to be cloned and it was fun to watch that one object shoot off tumbling like crazy while all the other instances just remained in their same orientation even though they were influenced positionally by the wind – just not rotationally.
    I would have thought the wind node in TP would do this but not so far. Again the turbulence only seems to affect position.

  • Steve Bentley

    July 16, 2017 at 4:37 am in reply to: export a clone with turbulence to obj sequence

    I Adam, yes I did try that. Same results.

    Here’s a sample project. The full figure that walks exports just fine. But the disembodied head needs a point cache tag to export the animated objs. I do get the first position of the head exporting but it is the same mesh in each subsequent obj file.
    I did solve this finally but I’d love to know why one of these objects exports but not the other – even within the same obj export.

    11523_exportobjexample.zip

  • Hi Ryan,
    I just had a similar issue – 2 mograph cache tags in one project and only one would bake. A few restarts later and it cleared itself up. Still don’t know what the problem was.
    We’re having a terrible memory leak issue here. On machines with not quite enough ram to do the rendering, Cinema brings them to their knees when the rendering is done and a number of restarts are required to clear the ram and the page file before you can do anything else (Cinema or otherwise).

  • Steve Bentley

    July 14, 2017 at 11:48 am in reply to: export a clone with turbulence to obj sequence

    Ok , something’s up.
    I can’t export a sequence of obj’s of a boned character moving now (via the plexus exporter ). I’ve got a file where I can export, but adding a new character to the scene and exporting gives me the original character moving but not the new one. All the tags are the same. I just don’t get it.

  • Steve Bentley

    July 14, 2017 at 11:18 am in reply to: Positioning issue

    If you are using any kind of deformer on an object with a texture you have to use a “stick texture” tag and hit record to “set” the position of the texture relative to the geometry when the object is in the position and shape where the mapped texture works. Then when you move it or deform it the texture will change shape and position based on the flexing geometry.
    Does that help?

  • I havent’ worked with “lite” but is the heirarchy button turned on or off in the extrude object?

  • We’re on PC now, but way back when (R5 I think) we were on Mac and we used to use that trick before the inclusion wasn’t as robust as it is now. With the new prefs file it even now works in R16 again and pushed through a cloner. Very handy!

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