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DonnyFuture

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Everything posted by DonnyFuture

  1. Hey everyone, I've been playing around with the new car rig following this demo: Visualization: Car Rigs in C4D S24 - YouTube I've tried this 4 times today and the wheels still won't turn!! Has anyone played with the new rig? It does seem pretty simple! Can anyone shed light on what I'm doing wrong? Here's my attempt: https://we.tl/t-zvnh9u7xeY Thanks!!
  2. Hi Deck, Yeah, Xpresso might be the best way to do this. Maybe I could have points/nulls in my animation that activate the start of the video texture when the camera reaches them. No idea how to do it but it sounds pretty good! Cheers again!
  3. Hi Deck, Thanks for chiming in! Im trying to keep it as simple and procedural as possible really, so hoping to do it without too many hacks or keyframes. I could do it in After Effects, but again I thought using MoGraph and fields it could be quite light and manageable. Thanks tho!
  4. Hey folks, I've got a ton of video textures mapped to planes (one video per clone) inside a cloner and I'd like to queue each video as the camera moves past each one. I'm using a plane effector as a child of the camera which scales and rotates the plane which works well, but I'd like the video texture to start playing when the camera/effector passes in front of each clone. Sounds kinda simple. Is it? Thanks all!
  5. Thanks for your reply. I can't really show exactly what Im working on, but I've attached a quick example of something similar. It's much more complicated than this, but in simple terms there'll be projectors covering the walls and ceiling and I need to make everything Im making flow seamlessly across both. I think what I need is simply a UV map of the space to put inside AE? But I suck at UVing and it's not working like I hoped. Sorry if it's vague, but Im trying not to overcomplicate what Im trying to say! Thanks again for any help!
  6. Hey folks! Im doing a job that has quite a complicated 20-or-so projector set up. the content Im designing will be projected across multiple walls and onto the ceilings. My CD really wants to have a seamless border between the walls and ceiling (as much as possible), and Im not quite getting it to work right. Is there a 'proper' workflow for mapping everything across the walls and ceilings? I've got a 3d model of the space, but the room isn't really a square its more of a parallelogram. So the edges are not necessarily at 90 degrees. Im making all of the assets inside C4D and doing the comp in AE. I appreciate any help! Cheers.
  7. Thanks for the quick reply! I'll check that out when Im back at work tomorrow!
  8. Hey peeps, So Im looking to make a fairly simple XP system with an emitter shooting particles in a straight line and a Trails generator 'sweeping' the emitted particles. Thats the easy bit. The problem Im having is that I'd like an object to pass through the trails making them move out of it's way. The XP collider tag works with the particles but not the trails. The object moves straight through the trails, which I understand but I'd like them to react to the object the way the particles do. Is this doable? Surely a simple thing Im not thinking about right? Many thanks knowledgable ones! D- Im on XP 4.0.0.535 and C4D R19
  9. I didn't even notice the like feature, D'oh! I definitely think that's everything, its a damn site more than I was expecting! For the last time, thanks a million CBR.
  10. I think I need to buy you dinner now. ;-) I'll get stuck into that all when I get home tonight, but it all seems to make sense looking through it. Thanks again, I'll repost back when I get something nice looking!
  11. Ha, you hope it helps? Im a bit speechless to be honest, I really appreciate you explaining it and not just doing it. I'll get stuck into that when I get home tonight. Thanks a ton CBR.
  12. Hey, The glass wasn’t initially that thin but it was producing odd refractions and this seemed to solve it. It is by no means intentional or a space age attempt!! But you’re right I’ll make it thicker and find the real culprit, cheers. The bottle I’m trying to model is the kilchoman machir bay whisky. I’ve attached an image of the weird thing on the neck I’m trying to get right. I’m not sure which way it has to go, but it is an important detail I wanna get right. And to be honest I don’t know how to do it traditionally, cutting or extruding circles on geometry has always been tricky for me without using messy booles. I appreciate the help, Cheers!
  13. Cerbera, you're an absolute saint. Thanks. I just modelled it with the Lathe object, which has worked pretty well until now. Would you suggest box modelling instead? Im looking to do more of these in the future, so looking for the best workflow going forward. Again, thank you. Kilchoman Parametric.c4d
  14. Hey all! I've been modelling a whisky bottle that has got a tricky little part on the neck. I started playing with R20s new volume modelling tools that were working great, but the problem lies with trying to get the mesh smooth, it looks like it really needs a phong tag (which doesnt work btw)! When I try to use the smooth layer it completely ruins the bottle, I presume its because of the thin walled geometry. I've attached the scene if anybody would like to take a look... I'll be rendering this with Redshift, if that makes any difference. Thanks in advance y'all! Kilchoman bottle R20.rar
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