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Junior Taxi

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Posts posted by Junior Taxi


  1. 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


  2. 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!


  3. 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


  4. 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

     

     

     

     


  5. 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?

     

    www.ktfineart.jpeg

     

    Any help is greatly appreciated?

     

    Thanks!

    Chris


  6. 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


  7. 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


  8. 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


  9. Hi all,

     

    I have a project where I need to build and travel through a brain synapse scene a lot like in the fight club opening: http://www.youtube.com/watch?v=l6oOCDJImSw

     

    Does anyone have any ideas on the best way to go about modeling something like this?

     

    I'd prefer to have a degree of randomness so as not to model 1-2 objects and repeat. Varying sizes/thicknesses of threads & connectors would be ideal but I'll take any clues I can get right now...

     

    thanks for reading :)

     

    Best,

    Chris


  10. Its been pointed out in a couple of other forums that i just needed to animate the the plane, place in inside a cloner and then using any mograph effector I can set the Time Offset attribute to sequentially animate my clones. Pretty simple really, I can't believe I've never used Time Offset before. It's so handy!!

     

    anyway, thanks for taking the time to read...

     

    cheers

     

    chris


  11. Hi Guys,

     

    I'm wondering if its possible to deform cloner objects using Mograph. I'm trying to peel hundreds of planes off of a surface in various sequential orders but would like them to peel off in a convincing manner as opposed to simply rotate.

     

    Here's the scene file of where i'm currently at using mograph: http://www.juniortaxi@juniortaxi.net/files/c4d/peeling_paper.zip

     

    I've also tried using a quick expresso setup to bend the planes in accordance to the distance from a null. This works fine, however when the plane is placed inside a cloner the instances use the original planes position to calculate the distance from the null as opposed to referencing its own position. This means all the planes peel at the same time instead of sequentially!!

     

    Has anyone got any ideas? I'd be forever grateful!!

     

    Thanks!

     

    Chris


  12. Hey Guys,

     

    I'm having some trouble with thinking particles in c4d and wondering if anyone has run into the same problem. Is it possible to have the birth of a particle trigger its material's animation?

     

    Here's a simple reference file:

     

    www.juniortaxi.net/files/c4d/material-test.zip

     

    Basically I want to have the animation of the growing black dot play from the beginning at the birth of each new particle. Make sense? this seems like a really simple thing but I just can't seem to figure it out. Is it even possible?!?

     

    Any ideas?

     

    Thanks,

     

    Chris


  13. THANK YOU SREK!!!

     

    You're an absolute star! Although I didn't use the example you uploaded specifically, I have used one of you're previous examples (http://www.bonkers.de/forums/tp_cometogether.c4d) to attract the particles together and it works an absolute treat.

     

    incase you're interested here's the file I've implemented it into:

     

    www.juniortaxi.net/files/c4d/global-connections.zip

     

    A little more tweaking and its gonna look stellar. I'll post it up again once its all finished.

     

    Thanks again sir!

     

    chris


  14. come to think of it, in this particular case the particles don't even have to be attracted the nearest particle, just any random particle...

     

    Basically, I'm trying to replicate a storyboard i've built based upon a global network, attached is a couple of frames...

     

    digital_revolution_01.jpg

    digital_revolution_02.jpg

     

    So far I've built it so the particles appear in the correct place through using PMatterWaves and a specific texture. However I'd like to have a second PMatterWaves generator whose particles are attracted to random particles from the first generator, then using a tracer it will hopefully give the impression of a network being built.

     

    But I'm still stuck on the particle to particle attraction!

     

    any thoughts?

     

    cheers

     

    c


  15. Hey All,

     

    I'm trying to figure out if its possible, in C4D's thinking particles, to have one group of particles become attracted to another group. For example, Is it possible to emit a group of static particles ( group_A ) and then emit a separate group of particles ( group_ B ) so that each particle in group_B is attracted to the nearest particle in the group_A?

     

    I hope that makes sense...

     

    thanks!

     

    chris

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