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saifsohailkhan

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About saifsohailkhan

  • Rank
    Newbie
  • Birthday September 20

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  • Website URL
    http://www.saifire.net

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  • Location
    Atlanta
  • Interests
    Motion design
  1. So having a problem creating a basket ball net simulation. I am getting two extremes in that either the ball goes through the net and breaks the simulation or does not go through it at all and bounces out. I have two links to videos showing the problem. I feel like I am just missing one button somewhere. Any help would be appreciated. With cloth only: https://drive.google.com/file/d/1TWCvL6tkV0prRq8E4Oe1Mg09XYXoo8ZJ/view?usp=sharing With cloth and collider: https://drive.google.com/file/d/1j-Czk_UdOl18wDui4iKcAvb4aqk2jesf/view?usp=sharing Object Panel:
  2. Alembic seems like a promising way to go. I have to try it out. I did try an instance to get rid of the hierarchies but the animation time offset can not read the animation info from the instance or ignores it in my case. Thanks for the reply.
  3. So I have tried 'Inheritance Effector' and I have tried 'Random Effector' but I am not getting the results I want. I have a character rigged in nested nulls with expression controls. I want to make a clones of the of the character with animation being offset by time. I have tried everything I know so far. I feel like the problem is that my animation is nested in nulls and groups. Is there a way to randomize animation time for nested nulls with character animation?
  4. Ok the problems were in the phong and how the for screen polygons where calculating the phong. Does anyone know of a way to split the phong without splitting the model up?
  5. I have the 4 polygon screen in the middle separated in the UVW. I am not sure if that is a problem or not but I would think that it would not matter. But what do you guys think? Has anyone else run across this problem?
  6. This is the final result somewhat effective I had to make them editable which works. But I had to give up on the texture continuity. I am happy with the final result. Need to color correct it in after effects. P.S. The pattern is much more visible at 1920. This is 640.
  7. I guess it has not been addressed yet. Making it editable is an option but I wanted to keep the random animation I made. If I make it editable it will be different so that is the problem. I have researched it enough so I think I will make it editable now.
  8. Getting better day by day

  9. I tried stick texture tag already. That does not work on a mograph object. Well at the least it does not work on Motext. From what I have read Stick texture tag is useful when the skin is being animated. I am effecting the motext with effectors so the actual polygons are not moving. This is a part of the final image what it should look like.
  10. I have the motext animating and the texture is applied but does not want to stay in place. The Motext is being effected and I want a texture on C1 to stick to the side. It is being applied to C1 but not sticking to C1. What should I use?
  11. I have the motext animating and the texture is applied but does not want to stay in place. The Motext is being effected and I want a texture on C1 to stick to the side. It is being applied to C1 but not sticking to C1. What should I use?
  12. I have the motext animating and the texture is applied but does not want to stay in place. The Motext is being effected and I want a texture on C1 to stick to the side. It is being applied to C1 but not sticking to C1. What should I use?
  13. Hypernurbs are really helpful. Still has some issues in the corners but I think I can use hypernurb point weight tool.
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