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docphibs

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About docphibs

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    MoGraph Superstar
  • Birthday 02/28/1986

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    http://www.dostuffwiththings.com
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    Brooklyn, NY
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    design / animation / 3d
  1. if you want to deform your splines using a texture like your example you showed with the hand... and not with geometry... there's a pretty simple solution. First just make a linear cloner of a mospline. then add a shader effector to the mospline with a material in the color channel with whatever texture you want... place the material on the mospline. (i also set my material tag to flat to get closer to what you're trying to do... and i turned off tiling) Place the cloner under a connect object to make all of the splines one. now create a sweep nurbs and use that as your path spline in the heirarchy for your sweep. The only restriction this has really is that you are unable to give each line variable widths since they're all tied to your cross section spline. Now ... if you have geometry you're trying to deform the splines to... that's a whole other problem i haven't really figured out a simple solution for. If anyone figures that one out lemme know... using projections and even the projection deformer is problematic since you have to be a master at UV'ing... and I dunno who on earth loves to UV... not me... hope that helps man
  2. yea i know - it's not a SUPER crazy need... i'm getting by by just using start / end keyframes just fine... but i'm foreseeing it being a little painful if there's a massive note later on for timing changes it's gonna be a bit more painful to readjust. it's a little nit-picky request to just simply turn off the loop :/ *sigh* - oh well
  3. maybe should'a said they wouldn't all be straight haha... i just wanna simply know if there's a way to kill the loop with a script or something. if not then i guess i simply have to deal with some messiness. just hoping for an awesome fix
  4. *rolling eyes* nope... makes it too complicated - and not always going to be used as just a straight line.
  5. wow i haven't posted on this in like... 2 years? i dunno... can't remember it's been a while... anyways... curious if anyone has run into this issue with shape layers. I'm using "trim paths" to use a shape layer exactly like 3d stroke to stroke a line and animate it. I'd LOVE to use the offset property to animate this... but i run into a problem: I create two points with a pen tool to create a simple straight line. I shorten up the "end" property to 50%. I then scrub the "offset" property to the left and the line reappears on the opposite end. I don't know how to keep it from doing that! I want the line to simply disappear when animating with the "offset" property as it goes from start to end. (don't tell me just use start and end, or 3d stroke, or stroke tool... i can't) anyone ever run into this? any help would be great thanks and glad this site is still goin strong!!!!!
  6. so i posted this in c4d cafe... no response yet there... http://www.c4dcafe.com/ipb/topic/64545-physical-render-multipass-doesnt-render-transparency-nor-iso/ I solved it already... but it doesn't seem like an elegant enough solution. I still have no idea if ISO will ever work with multipass... but that's not a big deal to me at all - but still would be nice to know if there is a solution. just thought i'd spread the post to see if anyone here had any thoughts. thanks folks _phibs
  7. duuuuh. nice. thanks dude. all i needed. (still dumb ya can't change it to any color but... whatever... don't need it.)
  8. sooo possibly a pretty bonehead question but... in cs3 i can't seem to find any property to change the color of the shadow being casted by an AE 3d light. am i retarded or is this really not a feature? my work around is applying a fill effect set to white... and re-rendering that dog shit so i can use it as a matte to shift the color. which sucks cause i have to render this massive comp twice (+many more to come if i continue using ae shadows) any help would be awesome.
  9. bah... not nearly the control i'm after. still kinda cool to make some interesting mattes maybe by bumpin the contrast... oh well. thanks for the link tho
  10. ah nice! - i'll try this out. i was wondering what the shit was up... no documentation anywhere that i could find. thanks for the help.
  11. lame ... i installed that shit and doesn't seem to work or even show up in my plugins dropdown :/ would be nice to know how to xpresso it. that's a nice find tho
  12. Say i'm pretty new to xpresso - and have been trying to figure out how to do this same setup being: How to give each individual polygon a random material. Did you ever find a way? Not sure if you had a scene file but I would love to see it if you're willing to share. I for the life of me cannot figure out how to even call out each polygon within xpresso... any help would be awesome or a point in the right direction. thanks
  13. the closest i've gotten is by selecting all the polys and disconnecting them all (with preserve group off) and placing that under a fracture object with "explode segments". Then placing a random effector (or shader effector) to colorize each poly separately. But this kinda sucks cause you have to disconnect all the polys making the scene much heavier... hrmmmm
  14. i did a search - but couldn't find anything on it. but if i missed then my apologies. I've been trying to figure out a way to assign rgb mattes to individual polys of an object - where each poly on the geometry has a separately assigned shader i.e. every third poly is assigned a red, green, or blue - randomized would be ideal or even in something more ordered would be awesome too My thought was that maybe since with 11.5 - you could simply put a polyfx under your object and then apply a shader effector with a material that has a "multishader" in the luminance channel with red, green, and blue. doesn't seem to work at all tho. anyone else ever accomplish something like this in c4d? hopefully that made sense. thanks
  15. you could prolly do with mograph2... just model something - break it apart... spend the time to put all the axis where it'll make them rotate correctly - then use a polyfx on dat shit and use falloff. - a little more automated... and may seem generated too... but never know could look tite.
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