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Posts posted by CyanSeaHorse

  1. Hi guys,


    I work in a relatively small TV station and I'm the only graphics guy. In general I design most of the graphics and pass the work onto the AV assistants who complete the day to day tasks, but they use FCP.


    We want to change our bumpers but because I use AE and they use FCP we have some issues.


    Mainly, they can't edit the AE project files in FCP, is there a way that I can export an XML file from AE and they can change the text info and media assets, and I can use that XML file to just render out the new files?


    I remember seeing a script floating around a few years ago whereby you could open and edit an XML file, and then run an application that would use AE's renderer to render a file according to the XML?


    Or would it just make more sense to try design in AE, do the text and media assets in Apple Motion and then they can edit the assets in FCP?


    What is the standard workflow for TV stations in this aspect?


    Any help / advice is greatly appreciated!



  2. This is working extremely well so far, thanks for the in depth reply! I doubt I will get it nearly as amazing as Travis Laidlaw his in his breakdown but considering the time that I have this solution is perfect. Can't thank you enough man, I owe you a beer (or a few!)

  3. Thanks for the advice Scott Frizzle! This solution seems legit, i've tried it so far and from what I can see it has the potential to work but I have a few problems at the moment.


    The lights seems to occupy a large space although I haven't been able to get a single frame render out yet because it seems to take way too long and bogs my computer down (I'm working in AE simultaneously on other projects and need some memory to meet my deadlines).


    From what I can see from the little bits it has rendered it looks like the lights are way too bright. I toned down the light's brightness in the cloner to 1%, and changed the cloner's "weight" setting down to super low but it still looks like it's trying to render too much light which is slowing everything down. Is there a way to bring the light's intensity right down?

  4. Thanks for all of the replies and advice guys, I think I'll go with the GI off option unfortunately. ChrisC Thanks for the flickr file, it works nicely!


    With the GI off option, is there any way to get light to illuminate from the hub text? I've managed to place some lights behind it which work nicely with the brick - however no light shines out the front. Does the "luminance" option in the material editor become redundant when GI is off?


    I understand how to render out a luma matte with object buffer so I guess I could try adding a glow to that and blending it in AE.


    Regardless, thanks for the helpful discussion!

  5. Even if i turn that layer off (the green tick?) - it still takes forever. Is it better to control this illumination somehow in post? Or do I need to render it out in c4d. The flicker from the GI is terrible, and I can't even render a few frames to see if i've fixed it



    How many polys has your scene got? Optimisation could really help.


    Probably too many, how do I check?




    QMC will help stop the flicker in the render. I wouldn't put samples on low, you could end up with a very noisy image. Medium minimum. Make sure Auto Save and Auto Load cache are enabled.


    QMC is really slow though, too slow to preview even. Auto Save and Auto load are enabled




    Any reason your antialiasing is off?


    I was trying to speed up the render

  7. Thanks for the advice guys, I'll be looking into track mattes etc using an object buffer.


    I tried turning off GI, and putting in a light just to try replace the illuminated material, and it still took an age to even try render. Is there a way to speed up renders by optimising polygons or something like that? Sorry for the noobness


    For now i'm trying to just do a render pass with the neon enabled and GI, and then I thought to do another render without GI, neon off, lights on. But my render times are very strange,

    First frame was 1:40, second frame 35mins!









  8. Thanks for the in-depth reply, however I'm not exactly after something that is hyper-realistic. I just want the light inside the tube to illuminate the wall without flickering.


    The type of neon sign that I'm building does not necessarily have to be like the glass-tube neon signs, it could resemble that of something made with Neon-flex. It would be great if I could control the illumination in after effects using an object buffer from 4D, as Travis had done in his breakdown video. I just don't understand how the object buffer works and how he managed to use that in AE.


    Thanks again, I wish I had the time to build the neon tube and get the materials right, as if the tube looks sandblasted when it's not "on"

  9. Hey all,


    I'm a bit stuck and I was hoping I could get some advice here.


    I'm branding a TV show and was tasked to design a Neon sign in c4d. We're getting the sign made to use on set for the tv show, however I need to make the titles using the 3D model.


    I came across this awesome break down which, although is quite in depth - it's not step-by-step enough for me to apply to our concept. The problem I have is when it comes to rendering multiple passes to control the illumination in AE.


    So instead of going that route I decided to try light the scene in C4D using the illumination channel on the material. It looks nice in a still frame render but as soon as theres multiple frames then theres way too much flicker going on. Below are 2 renders, one with the illumination enabled and one with just the lights enabled.


    My question is : How can I either get rid of the flicker that occurs due to the GI, or how can I render out a pass whereby I can adjust the illumination of the neon in AE? I understand Travis used the neon in a separate pass as a track matte, but thats about as far as my knowledge can divulge.


    Any help or advice is greatly appreciated!







  10. Just to update and I need some advice, I managed to get Foundry's camera tracker and am successfully tracking the shots and bringing into c4d.


    I just have a few issues now:



    1. How would I attach white dots to the ends of the fibres? And how could I attach a light to travel along a spline while the spline grows? (see the image below regarding the white spots) I think I need to use a "Tracer" object with "align to spline" - but it's been so long since I did that I have no idea



    2. When I render out of C4D there seems to be a bit of quality loss, do you have any advice for getting maximum render quality for image sequences out of C4D?




    many thanks for any advice!

  11. Hey guys,


    I'm trying to track some light streaks / optical flares to some live action footage - I have no idea how to track the start position of a light / null object for trap code and optical flares.


    The effect i'm trying to achieve is like this tutorial of Andrew Kramer's, except the footage isn't on a tripod - but rather, the camera whips and follows the emitter.


    Here's a few screen grabs from a sample, you can see the particle starts in the distance and flies passed the camera, but the trail remains attached:










    Would it make sense to use the AE tracker and track a nulls position to use for the start point and then track another null for the end point?


    Any advice is greatly appreciated



  12. Thanks for the reply & the suggestions however in some cases no matter how low I set the aperture the particles still disappear.


    It's almost as if achieving a macro look with DOF isn't possible with particular - I don't want to believe it because I'm certain I've seen it done before.


    Or is it perhaps because I've already animated my Element3D layers and the focus distance is simply too close for the particles to be in focus?


    I tried now on another composition and set the aperture to 0 but as the focus pulled closer than 125 pixels, the particles simply disappeared.

  13. Hey all,

    I have an annoying issue with trap code particular. I'm relatively new to it but anyway, here goes


    I have an E3D comp with a very narrow DOF, the objects are right up in front of the camera and I want to rack the focus from further out > in.


    Whenever the focus distance get's low (where I want it, macro so to speak) , the particles (dust) disappear. I've tried near and far clipping but nothing changes.


    Here you can see that the particles are visible at 233 pixels, but that focus distance is passed my e3d objects





    Here you can see that the focus distance is where I want it, but the particles are completely invisible.




    I've tried playing with the Z position of the emitter, the Z radius too but nothing seems to work. I want some particles out of focus and some in focus




    Thanks, any help is greatly appreciated!

  14. Hey all,


    Apologies as I'm sure this has been addressed many times, but i'm driving myself crazy here.


    I need to basically recreate this sweep: https://www.behance.net/gallery/5920875/credit-news-press-tv


    I started off by creating one spline and rectangle with a sweep. Then I decided to use a cloner and a random effector (to make a group of random sweeps).


    When I try to animate all of these along a main spline, it doesn't work at all. After doing research I read about using a rail spline, but that doesn't seem to work either.


    I obviously don't want not use the start and end growth because these will not be growing, but rather animating along the spline path.


    I'll have the sweeps flying through an extruded text object and have the camera follow along.


    Any advice is greatly appreciated,


    thanks guys!






    The flare motion you basically get for free when you animate a camera.


    Alongside what? Optical flares? A light source? Can't be the AE standard lens flare since it's pretty much useless imo


    The animation would have taken me forever and I still wouldn't have gotten it so smooth, how is it possible in just 2 weeks (apparently)?

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