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chroma_ghost

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Everything posted by chroma_ghost

  1. Ever since ASP was bought up by SmithMicro, the development and functionality has suffered. I don't think it has improved since version 5.5. If you have puppet tool, you really don't need ASP. Yes, you can create vector rigs directly in ASP, but the interface is clunky and very buggy. I would create in Illustrator and rig in AE using DUIK, puppet master or the script that Thinking Yellow mentioned. And I believe Adobe hired the developer of Anime Studio back in the day when it was called "MOHO". It has been rumored that he had his hands on the development of Adobe's puppet tool. Cheers.
  2. I'm not sure about the music video, but I do know of an Adobe Pixel Bender plugin for AE CS4 and up found here: http://www.adobe.com/cfusion/exchange/index.cfm?event=extensionDetail&extid=1700080 Cheers.
  3. Try subdividing your Illustrator path in C4D to increase the number of subdivisions. This should give you a smoother wrap path. Cheers.
  4. You just opened a whole word of possibilities for me for my future TP projects. Thank you for the input node:) Best regards.
  5. Douwe, thanks for the CS_Spriticles idea...didn't even think of that one. I'm working with C4D v. 11.5...for some reason all the CS_tools EXCEPT for Spriticles are functional when I try to load it from the Content Browser. However, I do have an old version of C4D 10 with a pre-V12 version of CS_Tools installed and opened up Spriticles and checked out Chris' Xpresso solution. From what I gather, is he passing an iteration of materials objects into the Object of the PShape node via the COFFEE script? If so, do I have to declare those material variables in the COFFEE script and then pass them through the Object node into my PShape? I've attached my current scene file to give some reference. Basically, I am trying to go for random color assignments on the Pyramids that are emitted from the spline. Thanks for all your helpful input. Cheers. http://dl.dropbox.com/u/6565728/TP_Matrix/TP_Matrix.c4d
  6. This is genius! Thank you so much, Base. In all honesty, it was your tutorials on the XPLODE plug-in that really sparked my interest in combining TP with Matrix objects. It is an honor to get your solution on my query. Cheers!
  7. Using a Matrix Object emitting Thinking Particles, I am trying to assign random color to each particle emitted. I know this can be achieved in Mograph with a Shader Effector, but I've been diving into TP and wanted see how it could be done using Xpresso. I've studied a few forums that suggested using different objects/colors assigned to an Object List. However, I've haven't really been able to wrap my head around that concept. Anyone have any ideas? Thanks for your help. Cheers. Curt
  8. Great looking plug-in. But you can pull this off in Quartz Composer for free:) (Mac only)
  9. Have you tried a PRolling node on your 2nd Group? It may help with the spreading effect. Just a thought. Good luck.
  10. The DUIK script is great but it does have a minor pitfall you should be aware of: if you use Illustrator layers, you can't enable Continuous Rasterize. It will break the expressions. Photoshop layers work the best. Other than that, it is an animator's dream. Have fun!
  11. Looks like the "particles" and the grid are simply cloner items animated with some random effector sweetness. They are shaded using the same cel renderer Kitkats referred to. Cheers:)
  12. And I apologize for the multiple replies...My Intuos 3 has a mind of its own:)
  13. Good Day, Everyone. I was hoping I could get some input on rendering particles using the Sketch and Toon Module in C4d. Using Thinking Particles and Expresso, I have an object emitting a group of particles that are shaded with a Hair Shader and the Particle Geometry also has a Hair Render Tag applied. It renders the Hair fine out side of Sketch and Toon, but once I activate the S and T option in the Render Settings, no particles are shaded or visible. I've made sure to check the "Particles" option in setting up my Sketch settings. Are there other steps involved I'm over looking? Basically, I'm trying to achieve some organic "inky" lines emitting from an object. I thought combining the Hair and Sketch and Toon would be good for this, but I just can't get them to play nice together. Thanks for any advice. Cheers!
  14. The Thinking Particles tutorial from CMIvfx opened up many of the "hidden" mysteries in regards to using the TP system. May it bring the same fun for you. Cheers.
  15. Make sure you have a Particle Geometry Object added to the top hierarchy in your AM. Add your polygon objects as children. Or you can do it in Xpresso within your Pdraw setup and assign a Pshape with your assignable poly object linked to that. This link is a great resource to help fill in the gaps. And try CMIvfx...their tut on Thinking Particles is the shiznit: http://www.adamswaab.com/tutorials/thinking_particles/generators.html Good luck. Cheers.
  16. Mylenium, I forgot about the Mograph option. Great idea. Thank you very much for the assistance. Cheers!
  17. Monkey, thanks for the help. The copy and paste via the .txt file worked perfectly. Cheers!
  18. Good Day, All. I am wanting to use the keyframes generated from a clip effected with Trapcode's Soundkeys and use that data to drive the animation of a gradient shader in Cinema 4D via Xpresso. Any good work flow suggestions? I remember seeing something posted by the Monkey about a year ago going over this same process, but am having a hard time tracking it down. Any help is appreciated. Cheers!
  19. Good Day. I am working on a C4d scene that is using a Tracer Object to trace the paths of particles being emitted from a Pstorm node in TP. That tracer object is dropped into a Sweep nurb with a spline to produce a bunch of "wires" growing on the screen. Obviously, after a few hundred frames, the scence gets really heavy so I was wondering if there was a clever way to cache the animation? I tried using a Mograph cache on the tracer object but nothing worked. Any help is appreciated. Thank you. Cheers!
  20. Thanks for the link to the DuDuF script. I'll give that a shot. Cheers.
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