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Junior Taxi

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  1. Hey all, Any clever soul know how to achieve Grey-Scott Reaction Diffusion in C4D? http://www.karlsims.com/rd.html There are a number of programs on Github that I believe will let me render out an image sequence (such as https://github.com/GollyGang/ready)which I could then use as a texture map, however I wondered if anyone has ever achieved this effect locally inside of C4D? Ta, Chris
  2. Thanks again Mylenium. I've since discovered Bodymovin for AE https://github.com/bodymovin/bodymovinwhich allows you to export shape layers to JSON, which is perfect for my needs. Ta!
  3. Hi Mylenium, Thanks for the feedback. Looks like I'm in a bit of a pickle as 'that other program' is MaxMSP - a program which it's nearly impossible to make such animations with. Dang. I was hoping to take some of my artworks (http://blog.lumiko.com.au/post/121266475956) and make them generative, picking random FBX files to play out over a grid system. Many of my animations have been fine with FBX formatting, for example https://www.dropbox.com/s/bk5fz6ouncsf5f8/Abstract_FBX_22.fbx?dl=0, but unfortunately it looks like i'll have to rethink any that make use of the Spline Mask (which is about half of them!). Ooh well. Thanks again, at least good to know I wasn't missing something super simple. Chris
  4. Hi all, I'm having a bit of a problem as I have a bunch of small animations that need to be exported in FBX format, however many of them have Spline Masks which cannot be exported in this format. So, my question is - is there a way to bake a spline mask? I've tried the Nitobake and Steadybake plugins but have not had any luck so far. Could Xpresso be the answer? I've tried but failed to create a spline that replicates the Spline Mask inside Xpresso but my knowledge in that area needs some sharpening. Here's a c4d file that shows an example of the kind that I'd like to export in FBX format: https://www.dropbox.com/s/ar9hlyt2kio14zt/Abstract_29_Prepared.c4d?dl=0 Any ideas? Thanks!
  5. Thanks to the both of you for the great input. Although it pains me slightly to have to wrap my head around yet another 3D program I've decided to give Modo a go. Currently downloading the trial, fingers crossed! Chris
  6. Hi All, Once again I find myself wrestling with another UV/Bodypaint question. Is it possible to export a UVW map as either a vector file such as an EPS or as a flat 3d mesh such as an OBJ? On another note, can anyone recommend any top notch tutorials on UV's/Bodypaint as they seem to be pretty thin on the ground. Big thanks, Chris
  7. Wonderful! Thanks Mylenium, the "Bake Texture" tag works a treat! Also, in r15 it looks like they moved "Bake Object" from the Render menu to the Objects menu. Thanks again!
  8. Hi Mographers, I have a challenge for you all. I'm working on a slightly oddball project that requires me to render out an animated UV map of an object. To add to the complication I also have to somehow include the lighting of the objects mesh on the render. To better explain myself here's a description of an overly simplified setup. Let's pretend I have a cube with a light spinning around it and a tiled texture which has an animated positional offset. Is there a way to render out the unwrapped UVW map of the cube so the texture is only showing on the parts that are being illuminated by the spinning light? Any c4d heroes out there with some insight? Is it even possible to render out an objects animated unwrapped UVW map let alone somehow include the mesh's illumination data? Thanks all! Chris
  9. Hi Guys, I'm trying to create an abstract landscape similar to the one below but am having difficulty. I've tried using the displace deformer on a triangulated mesh but it doesn't give the effect of pinching and expanding as seen in the image. My second question regards the texturing. Is it possible to randomly texture single polygons like in the example? Any help is greatly appreciated? Thanks! Chris
  10. Thanks David. Unfortunately neither of those solutions seem to work in this case but I'll keep plugging away and let you know if I find a work around. Chris
  11. Might be worth taking a look at this great tutorial on Projection Man: Chris
  12. Hi Folks, I'm having an issue texturing any hyperNURBS animated objects correctly. In this specific case I'm trying to texture a Sweep NURB but am having major issues as I can't generate UVW coordinates. In cylindrical mode the texture wraps to the object correctly but doesn't stick to the object. In UVW mapping mode the texture sticks to the object but doesn't wrap around it correctly. Here's the example: https://rcpt.yousend...2a2ad6a360fb101 Anyone have any bright ideas? Thanks! Chris
  13. Hey Mograph Superstar, I've yet to figure it out either but I'll let you know if I do. Here's a little more info on what I'm trying to accomplish just incase there's a different work around anyone can thing of... I'm attempting to deconstruct various objects using mograph's Step Effector but I want full control over the sequence of polygons affected. The Step Effecter works sequentially depending on the numerical value of the polygon, so finding a very quick way to alter a polygons value would be perfect. The Structure Manager is good but when working with hundreds of polygons it can be extremely slow work. Here's a link to a very simple setup: https://www.yousendit.com/download/ ZGJmS3hZWlQ1aWJ2Wmc9PQ I would like it if instead of the polygons being affected from left to right, I could choose the exact order on the sequence. Unfortunately, I have a feeling the only way to do it is through the Structure Manager which, like I said, is pretty cumbersome. Thanks
  14. Hi Folks, I know it's possible to identify and alter a polygon's number through the structure manager but is there a way of doing the same job inside the viewport? It would greatly speed up the work flow of my current project if something like this is possible or even if there is a way of simply identifying the polygon numbers inside the viewport. Any ideas? Thanks! Chris
  15. problem solved! c4d cafe member 'Dataflow' pointed me in the direction of the camera shader within mograph. Does the trick perfectly.
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