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lilsmokie

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Everything posted by lilsmokie

  1. Thanks for checking it out! I found rotating the joints into place during the setup made it easier. At least that way your always aware of the axis. I updated the video with my "solution".
  2. I am having trouble getting hands to work with the advanced biped tool. Here is a video illustrating the problem. Basically the autorig for the hands creates fingers that don't rotate the way I am expecting them to. https://vimeo.com/36847539 Am I wrong in assuming that the alignment should have automatically aligned to the "BD_IK_Finger_Palm_End_jnt" joint? Thanks for looking.
  3. That effector totally helps. Life saver. Thanks so much.
  4. I am using mograph to condensation on a can. I made a few water drops and set my cloner object to distribute across surface. My clones are over lapping which destroys the illusion of water. Surely there is a simple way to set a minimum distance between clones with the Mograph tool. The Dynamics work around is ok but it is processor intensive and I would like to have my minimum distance be greater than the size of my drops. Surface Spread is an excellent looking plug-in but its over kill for what I need. Any input would be appreciated. Thanks.
  5. How do I get a QT ref automatically created from an image sequence created in Cinema 4D? Here is why: I need this to improve my workflow. I am working between After Effects, C4D and ToonBoom. It is currently taking too long to set up shots in ToonBoom. From C4D I am rendering multipass image sequences over a network. After Effects imports this fine, I can even create a script to set up a custom comp. Toon Boom is a finicky program not made for compositing. The scripting language is limited as well, so I am not able to write a custom importer. However ToonBoom likes QuickTimes so if I create Quicktimes that are numbered they will import all at once and in a certain order and that speeds things up for me in a major way. QuickTime REFs out of Cinema 4D is the best solution I could hope for. It saves space and time and gives me the QuickTime I need for ToonBoom. However it is not my only solution. I could write a script that re-renders layer by layer a comp created in After Effects. But I was hoping to avoid this as it add render time and takes up extra disk space. If anyone has any advice I would appreciate it. Thanks.
  6. How do I get a QT ref automatically created from an image sequence created in Cinema 4D? Here is why: I need this to improve my workflow. I am working between After Effects, C4D and ToonBoom. It is currently taking too long to set up shots in ToonBoom. From C4D I am rendering multipass image sequences over a network. After Effects imports this fine, I can even create a script to set up a custom comp. Toon Boom is a finicky program not made for compositing. The scripting language is limited as well, so I am not able to write a custom importer. However ToonBoom likes QuickTimes so if I create Quicktimes that are numbered they will import all at once and in a certain order and that speeds things up for me in a major way. QuickTime REFs out of Cinema 4D is the best solution I could hope for. It saves space and time and gives me the QuickTime I need for ToonBoom. However it is not my only solution. I could write a script that re-renders layer by layer a comp created in After Effects. But I was hoping to avoid this as it add render time and takes up extra disk space. If anyone has any advice I would appreciate it. Thanks.
  7. Duuude.Sneaky. I like it. So the trick is to make it so the particle never dies. But slows at a specified distance. Thanks for your help!
  8. Cool! Thanks for trying. I would love to see what you have so far. It sounds like you got further than I. Thanks again.
  9. Tracer Limit and Thinking Particles Life problems with the spline going back to the source after the particle is dead Here is the file. http://lilsmokie.com/posts/particle fun.c4d You can see the problems with the spline. Basically I want a particle with a tracer but I want the particle to die and the tracer to fade away. Whats happening now is that the spline stays put for awhile after the particle die and the shoots back to the source. It is as if the particle is being recycled and the tracer is trying to catch up with it when it pops up in a new place. Anyone have suggestions? Thank for reading.
  10. Is this possible the achieve this set up with expressions? 1. Adjustment Layer - Effect A 2. solid1 - Effected A 3. solid2 - Effected A 4. Adjustment Layer - Stop Effect A 5. Adjustment Layer - Effect B 6. solid3 - Effected B 7. solid4 - Effected B I am in a situation where I can't precomp because I need everything to be visible from one comp. If it is possible can anyone point my brain in a direction get to get this achieved. Thanks for looking. Josh
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