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About dotcommer

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    MoGraph Demi-god

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  • Location
    San Francisco, CA
  • Interests
    • Motion Graphics

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  • About Me
    Currently: Full time Motion Graphics Artist for Ubisoft in SF.
  1. Searching "Knolling" got me what I was looking for. Thanks for replying! Learned something new today. I knew there had to be a term for this kind of photography. Much appreciated.
  2. Not sure where to ask this, and this is the only design forum I can think of to ask this. I want to mock up some landing-page images, and I'm thinking a top-down view of a table top with different elements on it (coffee, pencils, paper, etc.). Does anyone know of any good stock photo resources that would have top-down shot objects? Or suggestions of how I should search for these kinds of images in this perspective (maybe there's an actual term for this?). Yes, yes, I know I can go take these photos myself, but in the mockup-phase time is of the essence. Once the thing's approved I can do a proper job and get my own shots. Any suggestions? Thanks!
  3. If anyone can get this plugin to work in R16, please let me know. I don't have R17 yet.
  4. No more relying on 3rd party render engines for rendering VR content! Cineversity has a free, custom plugin that will set things up automatically for Youtube360! Hooray! http://www.cineversity.com/vidplaylist/vr_video/render_virtual_reality_videos_with_cinema_4d_create_youtube_360_vr_video
  5. Do you have the cardboard app? I don't have an iPhone near me, but you may need this to add the youtube > cardboard integration. I'm not 100% on that though. https://itunes.apple.com/us/app/google-cardboard/id987962261?mt=8
  6. I don't believe thats true. Check your version of youtube on your iPhone. Either that, or if you have something older than an iPhone 5s that might also be a possible reason you're not seeing that content.
  7. Keep your eyes open. There's more in store for Youtube 360 coming real soon! Stereoscopic playback is just the beginning.
  8. Ok, returning to this thread, I now have figured out my rig. Now I want to revisit this earlier issue which is to emit my jellyfish rig as thinking particles. The rig at the moment animates based on the completion of the Align to Spline tag ( 0 - 100% ). If I wanted to replace this with "current particle from TP", how would I go about doing that? Is there a way to dynamically get position data of each particle born, and clone a jellyfish onto that particle, and each cloned jellyfish's rig reacts to the speed of the particle its cloned onto? Here's my rig for anyone to check out and or use for their own stuff: https://drive.google.com/file/d/0B9wWFBnMitXKQnpBU0RPeThyV3M/view?usp=sharing
  9. I came up with a way of creating a 360 out of C4D by rendering a cube map, and then warping the faces into a latlong in AE using a UV texture pass of the inside of a sphere and retexturing the inside of it with the six faces using a plugin from AEscripts that retextures geometry with a UV texture pass. Thats been my best solution so far, aside from just rendering straight out of Octane. The downside is I had to render the UV texture pass of the sphere in maya, because I couldn't render it out of C4D natively (because of the lack of no 360 camera). I could also render it out of Octane, but then that would defeat the purpose.
  10. Yeah I saw it the other day. Almost fell asleep a couple times. Its extremely long-winded, and very complicated. Honestly, i'd just move to VRAY or Octane at this point. There you'll have a one-click solution for stereoscopic rendering. Otherwise, we'll need to wait for Maxon to realize it should update its cameras (which might take a decade given their history of adding useful or much-needed features).
  11. Thanks for the suggestions sb. I'll keep them in mind as I move forward with this. For now, its a good PoC. One more question for you since you've been so helpful and knowledgable about this: If I wanted to set up a particle emitter with this jellyfish rig as the particle, whats the best way to go about doing that? I vaguely remember that I can grab TP particle positions or something like that, so maybe I can use that in my jellyfish rig so each instance of the jelly moves and pulses correctly related to how fast the emitted particle is? What would you recommend?
  12. Hah! figures half an hour later I would figure it out. I wasn't paying attention to what was actually being transformed; the Parent null? Or the Jelly body? I ended up pruning my node tree and found the solution while cleaning it up. I was trying to move the Parent null, but really, I should be focusing on the jelly body as its the one being deformed. The parent null is containing everything. So, here is my finished xpresso setup for my jellyfish: https://drive.google.com/file/d/0B9wWFBnMitXKVGFwUUNlN2NJbUE/view?usp=sharing
  13. "Holy shit" was the first thing I said when I opened up that xpresso tag. Thats an awesome and robust setup. I learned a couple things as well just by digging through what you had added. Thank you for going through the trouble of setting that up. I knew there had to be some kind of "memory" node or some way to take previous and current values and manipulate them, but I didn't know what nodes to look for. Since my last post, I came up with an alternate solution which uses the align to spline tag's position value as the distance parameter and then piped that into my pose morphs. Both solve the issue, but yours seems like it would work even if the jelly wasn't animating on a spline, where as mine would require an align to spline tag. Here's my solution: https://drive.google.com/file/d/0B9wWFBnMitXKR1FlOHppM2g4b0E/view?usp=sharing Either way, there's still one strange issue I can't figure out: As the jelly reaches the apex of the spline, it starts wobbling around in its controller circle. I just noticed this and can't figure out whats going on. It almost seems like the jelly is oriented along the spline, but the "bobbing" animation is still oriented along the Y. Thanks again for your help so far sb. I've learned so much from this little side-project.
  14. Thanks for the reply sb. I gave this a shot, but I'm still seeing this weird thing happening. The character is a jellyfish, so I'm animating it along a spline which goes up, over, and down, in an upside down "U" shape. As it reaches the peak of the spline, the pose morph slows down to a halt, then starts animating in reverse as the jelly goes down the other side. Same as my setup before trying out your suggestion. Any ideas? Here's my project file so you can dig around it a little. Might be easier than trying to explain it in words: https://drive.google.com/file/d/0B9wWFBnMitXKZnpUMDlWZDEtNmc/view?usp=sharing
  15. I have a rig I've set up that triggers pose morphs based on position in Y, but I noticed if I moved the object down in Y, the pose morphs would trigger in reverse. Is there some way I can keep it always triggering the pose morph the same way regardless of positive or negative y movement? My node setup is basically a null object that contains the character with the null's position values piped into range-mapper nodes, which pipe out to different poses of a pose morph tag. The range-mapper nodes overlap each other to blend between the different poses. Any suggestions? Is this something I should be looking into velocity for instead of just position?
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