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Showing content with the highest reputation on 05/26/2023 in Posts

  1. See the USS Enterprise destroying the Borg Cube in Outpost VFX's VFX breakdown for Season 3 of Star Trek: Picard.
    2 points
  2. That VFX breakdown provided a treasure trove of reference images. Great stuff. I understand that while Picard had mixed reviews, the final episode in Season 3 made it all worth it. Not enough of a payback there (IMHO) to warrant such an investment from me in terms of time and money to catch this series on Paramount+ streaming...but happy that fan service was ultimately done. Dave
    1 point
  3. why wouldn't it help? You apply your clipping material to the cloner. You can then animate either the cloner or the object if you want the effect animated. I know Arnold has the same thing as I remember using it a few years back. I would imagine Redshift has something similar. This was the vp.. forgot to add it the SS
    1 point
  4. Because character definition and solver transferring everything under it, your hierarchy of retargeted skeleton starts under the root, it is good to have the root bone, which serves to position the character in the scene independent of the animation. If you don't want the joint as root or as part of your skeleton, place it under the null. For example in game engines you controlling movement of character by this root bone and animation runs below it. look to project. happy to help 🙂 MIXAMOvsMOCAP03.c4d
    1 point
  5. @zeden Just copy the link and replace "c4dcafe" with "core4d", that will fix the link.
    1 point
  6. The project assets inspector and the render queue annoyingly use different code to check for missing files. The asset inspector checks for which files are genuinely needed to render the project, whilst the render queue just does a dumb check for the mention of a material. So, if you have a node in a material that isnt linked to anything, the project asset inspector will say "yeah, not connected to anything, dont worry about it" whilst the render queue shits its pants, throws up a red light and tells you the world is about to end. Options: - hunt down the unused nodes and delete them - change the c4d prefs to ignore render queue errors and just render anyway - search your hdd and just copy the offending files into /tex so the render queue shuts up
    1 point
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