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Nacho

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Posts posted by Nacho


  1. Hi

    I'm having weird null-sliding problems working with a Cinema 4D scene in After Effects via Cineware.

    I'm using nulls with external compositing tags so that when I work in AE I can "anchor" images to those nulls. That gives me more control over the position / rotation / masking of those images (at least I work faster that way).

     

    Everything works fine until frame 2020, there starts the slightly drunken null problem. You can see it clearly at 2030 (the red 100x100px solid should be resting on the black "floor").

     

    this is my C4D scene

    https://drive.google.com/file/d/0B8zJL1UWwvsPUVdwRXVjXzJLLTg/view?usp=sharing

    and this is the AE project

    https://drive.google.com/file/d/0B8zJL1UWwvsPNzJlcXdlTW1PNFk/view?usp=sharing

     

    this is a movie preview of what I'm doing

    https://drive.google.com/file/d/0B8zJL1UWwvsPVUpDbTVscGdGMGs/view?usp=sharing

     

    thanks in advance for your help


  2. I don't think the problem is SSS.

    The tubes created by the Atom Array depend on the surface created by the Metaball node.

    My guess is that the spheres that create the surface move slightly (and randomly, as I understand from your screenshot ) so the topology of the surface created by the Metaball node changes from frame to frame.

    It also happens sometimes with animated Boolean nodes.

    Try to disable the Random Effector and check if it still happens.


  3. Thanks a lot, David.

    I'm sure your solution will do the trick. I really appreciate it.

     

    I thought that another solution could be create a set of, let's say 20, different trees, nest them under the cloner object, set the Clones mode to random and then apply a random effector to modify the Y rotation in order to avoid noticing the repetitions.

     

    Just out of curiosity, still I'd like to know if there's a way of connecting parameters of one set of cloned objects to another. When I finish this project I'll check out MoGraph's Data Node, maybe that could be a way...


  4. Hi

    For a current project I'm trying to recreate this kind of tree field very common at northern Spanish marshlands.

     

    exampleju.jpg

     

     

    The total amount of trees will be around 2500 so I'm using MoGraph.

    My idea is to

    - use a cloner to create an array of trees.

    - use another cloner to create an array of curves that will be used to deform the trees via a Spline Wrap.

    (the splines have a nested Random Effector used as Deformation: Point)

    - use a Null that control the pX, pY and pZ of every previously mentioned Random Effector

     

    Here's a screenshot:

     

    screenshotmow.jpg

     

    My problem #1 is that I don't know if there's a way of somehow change the seed parameter of every cloned nested Random Effector so that the curves are different.

     

    My problem #2 is that once problem #1 is solved, I don´t know how to link the cloned curves to the cloned Spline Wraps. I suppose it will involve Xpresso.

     

    Obviously English is not my native language and I'm afraid I explained it quite badly so attached here is my C4D file.

    Any help would be appreciated.

     

     

    Hotfile link with C4D archive (13Kb)


  5. I don't know if it's something that I've done wrong...

    I've created a grid array of cubes via a Cloner Object and then I've added a random effector to alter the position of the cubes.

    My goal is to make a Boolean intersection between those cubes and a 3d extruded text.

    I'm getting errors: at the beginning it works, but when I add the Random Effector it stops working. I thought it was some kind of display problem but then I tried to render the scene and the program stays forever "preparing the scene..."

     

    thanks in advance for your help


  6. Hi everyone

    I'm trying to create a movie clip to be used in an online application similar to ElfYourself.

     

    I've done this before with one character using this method:

    • rendered a 3d animation of the character.
    • tracked the face in After Effects and applied the tracking to a null object
    • selected all the null's keyframes and used the "Convert Selected Properties to Markers.jsx" script
    • exported the movie in FLV

    The programmer used the tracking data without any problem in Action Script.

     

     

    This time, there's a problem: there are three characters!

    • I've done the tracking for the three faces
    • I've applied each tracking it to three different nulls
    • I've used the script and exported in FLV but...

    ...only one tracking is recognized when the programmer opens the FLV in Flash.

     

    I think that maybe, the data contained in the markers:

    Transform_Rotation

    Transform_Position

    Transform_Scale

    is overwritten in some way and the data contained in the FLV only stores the data of the last null.

    I mean, the "Convert Selected Properties to Markers.jsx" script makes layer markers for every frame in each null. So, in null1 there are let's say 100 markers and every one of them contains values for Transform_Rotation, Transform_Position and Transform_Scale. But null2 also has values for those parameters under the same name... and so does null3. So I think, at some point during FLV export those parameters are considered the same, because there is not a variable called Transform_Rotation1, Transform_Rotation2 and Transform_Rotation3. All are called the same

     

    My question is: is there a way of changing the attribute names of the three nulls so that the attributes don't have the same name and could be exported in the FLV movie?

    Or maybe there is a command to rename the attributes in those markers?

    Anyone knows another way of doing this?

    Thanks for reading!

     

    (I know I'm explaining it REALLY bad... but don't know how to explain it better)


  7. Hi everyone

    I'm working on an Augmented Reality project involving some character animation.

    The programmer needs the animated character in CAL3D or OSC formats.

    Never heard about them.

    Has anyone over here worked with this format before?

    Does anyone know how to export this kind of format from C4D (or Maya)?

    Thanks in advance!


  8. hi a2visual.

    I suppose there’re better (and smarter) ways to do it, but I work with layers instead of Timeline bookmarks. Create as many layers as groups of objects you want to manage, drop each group ob objects from the Object Manager to their appropriate layer in the Layer Window. Then, press the “solo” switch and then drag-select the objects in the Object Manager. If Automatic Mode is activated in the Timeline window, the group ob objects will appear there.


  9. You´re wellcome serpentbird.

    By the way, last week imcalledandy showed me how to preview the video in the viewport. It will help you too:

     

    "Double click the material with the animated texture. In the material manager go to the Illumination tab and check "Animate Preview". (It's off by default)"

     

    Now, as you scrub the timeline, the video updates in the object


  10. Welcome serpentbird.

    You can use video as a texture in C4D.

    A "simple" way is:

    - place the sequence frames inside a folder called "Tex" in the same path of your C4D archive.

    - in C4D, create a plane with the same proportion as your image sequence.

    - create a new material by double clicking in a blank space of the Material Manager and assign it to the plane.

    - edit this new material. Deactivate "Color" and "Specular" checkboxes and activate the "Luminance" one.

    - Select "Luminance" click on the "Texture" arrow and select "load image", then select the first frame of your video sequence.

    - to activate the animation you must click on the gray bar with the path and name on your image, then select the "Animation" tab.

    - in the lower part, type in your start frame, end frame and frame rate.

    - in the upper part you have several options but basically, if you select Mode -> Simple and Timing -> Range, bellow you can define in which frame (of your C4D animation) the video starts playing (range start)

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