Forum Replies Created

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  • Thomas Pascavage

    December 9, 2013 at 3:52 pm in reply to: cloth issues

    same thing. there is no difference. I know I could manually correct it with the cache tool but that’s a ridiculously tedious an inefficient process =/

  • Thomas Pascavage

    December 8, 2013 at 8:38 pm in reply to: Trying to find similar reference videos

    clarify your question. its pretty simple to make if that’s what your after. or if youre trying to find other stuff like it, search for c4d logo animation and youll get hundreds of them

  • Thomas Pascavage

    November 25, 2013 at 5:04 pm in reply to: is this a good computer for rendering only?

    thanks again adam. you’ve been the biggest help here in the c4d section. im so glad you mentioned that because now I will do exactly that and not worry about graphics cards. you just saved me a ton because the z series supports up to 4 graphics cards and I was really about to fill them all up. also I had looked at that exact page prior to asking you guys and I wasn’t sure if I should take it at face value due to the simplistic breakdown of everything but I guess simple works to my benefit in this case.

    that being said, do you think its worth the money to drop 2 processors in there? simple logic says double the cores= double the output but I just want to be sure before dropping that kind of money into it. these are over 1000 dollar processors so its really expensive.

    and id gladly send you the file to look over it if you’d like. its pretty large compared to what I usually work with(142MB) but its an entire scene with one of the homes being fully furnished since that’s where the characters will be going into. theres 2457 objects, and 887423 polygons. it is worth noting however that some of the objects are just primitives used as the pieces to the object as a whole. I refrained from converting them because im under the belief that primitives are easier to render since theyre generated via equations and not points/polys

  • Thomas Pascavage

    November 12, 2013 at 1:39 am in reply to: triangulated mesh?

    ah. did not know that it was a 3ds requirement

  • Thomas Pascavage

    November 10, 2013 at 9:17 pm in reply to: Sun coordinates in physical sky

    sounds like a long process but I would animate whatever scene your doing twice. first with a sphere blocking out the sun, then without it. track the sphere and add the tracking data to the null and delete the clip with the sphere. what youll be left with is a null that tracks the sun and you just do your thing with the flares

  • Thomas Pascavage

    November 10, 2013 at 8:22 pm in reply to: Transparent one Object with a other.

    sounds like some xpresso broham. try this out:

    drag the case into the xpresso field.
    drag the texture into the xpresso field
    drag the components in there too, preferably grouped under a null.

    in the texture field youll want to link up the transparency brightness and correlate it to the position of an axis of the case youre moving it in minus the position of the null grouping your components.

    work out the math so that by the time the distance equals 0, transparency equals 100. use the range mapper.

    now when the object is outside the case, the case will be opaque and as it moves into the case itll interpolate to complete transparency. if your only wanting a window, Id say restrict the texture to a polygon selection.

    also if you don’t like rigs, you can manually animate the transparency

  • Thomas Pascavage

    November 2, 2013 at 12:15 am in reply to: Hair/Mesh Penetration

    so I tried it and it is good business but further investigation revealed the true culprit. to achieve the curls I did in her hair, it kinks up inside the head mesh. I applied a 1440 degree curl in her hair and it looks great as a whole, guides not penetrating the mesh, but the hair is interpolating and when it curls from the base it leaves some inside from the start, which dynamics then calculates so it exits the mesh via gravity and falls out the front of the face. ive tried animating the hair properties cuz straight hair gives me no problems but as it interpolates to the full curl its a complete mess. any ideas?

  • Thomas Pascavage

    November 1, 2013 at 6:55 pm in reply to: Hair/Mesh Penetration

    alright im giving it a shot now. im already a bit skeptical cuz you said it happens sometimes with fast motion, but it happens in a simple rest pose when I just let the hair fall into its rest state

  • Thomas Pascavage

    October 29, 2013 at 4:34 am in reply to: Cloth objects colliding with each other

    under the expert tab, include the other cloth object in the include field. just solved my issue with shirts overlapping pants. I had some obvious first attempt issues like the shirt suddenly not reacting to the character, but I just included the body too and it cleared it right up

  • Thomas Pascavage

    October 28, 2013 at 4:39 pm in reply to: Baggy Trousers — Modeling

    also Im having the same difficulty. have you come up with any solutions since? I know pose morph would do the job but it’d be tedious for a walk cycle. I haven’t found an efficient way to model them either. all logic tells me that a belt at the top of some pants on a skinny model with good sized shoes should work but unfortunately that’s a lot of render work that might still produce some artifacts.

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