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mikoian

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Everything posted by mikoian

  1. I tried the Sample Distance (which was indeed at 25cm as default) and put it at 5000...but still doesn't work. Only the Scale Project works (although when I look at the Project Settings I see it as in cm, not km). So I setup the Scale Project to make 1cm as 0.1 (so 10% from the scale it is now) and now it works.
  2. But when I go to the project settings I see the project scale in centimeters, not kilometers!
  3. I have a scene where I use two visible lights to make a jet flame. The problem I have is that when I enter the camera and render (Physical render) I see only a very small portion of that visible light but when I exit the camera I can see all just fine when I render (the same Physical render). Camera is now at 135 mm focal length...if I change it to 50 mm then I can see the render (in the first part of the animation, not the last part). If I change it to 80 mm I can see the beginning of the flame and the end (in the first part of the animation, not the last part). At 135mm I can see only the beginning a little. What could be the issue? The scene is attached here. Thank you. Calypso-light.c4d
  4. I have this footage (as image sequence): https://www.dropbox.com/s/vq7p10ftc94itno/C0012.zip?dl=0 I do the 2D tracking using automatic tracking and 800 track points (and the rest of the settings are default). Looks ok. I run the 3D solver (default settings) and here is the issue...only the first 284 frames are solved, the rest are not. What could be the problem? UPDATE I guess there is no solution to this issue....
  5. I have a scene below where a sphere deforms a plane as it moves, and the deformation is permanent. I am using the Collision deformer. I have a second plane which is placed just below the deformed plane (first plane) in such way that it cuts the deformation (like a river bed which has some water flowing, you don't see the whole river bed because of the water). But the physical renderer renders this second plane (which is green in the image and project) black. Like it doesn't see it. But the plane which is deformed is rendered ok (red in the image and project). Why is that? See the i image below and the project files here https://www.dropbox.com/s/veghbfac7kpix45/1.zip?dl=0
  6. I found the problem....I thought that the tracks are contained in one single null (which I assigned to the collision object)...but they are actually separated in two nulls. And I included in the collision objects only the right track, not the left one. Now the thing works as expected 🙂 .
  7. You mean this Dynamics? (that's what shows up when CTRL+D) Oh, I know what you meant. I turned it on and this is how it looks.
  8. I didn't have it enabled. If I enable it my planes are disappearing. This how the normals look on the plane which works. The same look on the plane which doesn't work.
  9. I copied the mesh from the one which works...so I don't see how they are flipped. I didn't create one new.
  10. See the image below. I have a tank rolling over and I wanted to make track marks on the fly. For this I am using two planes (editable) with the same characteristics. And two Collision objects (one for each plane) with the same settings. Yet, on one plane everything works fine (I even cached it) and I can see the marks while on the other I see no marks on the plane (the tank does touch the plane). Why is that? Don't two Collision objects work in the same project?
  11. I have a problem with the track marks on the road...the texture seem to be slipping (and I used Pin Material - former Stick Texture - to try to fix it but to no avail). See the video https://www.dropbox.com/s/9if2wl8he1baw32/C0004.mp4?dl=0
  12. Here is the file https://www.dropbox.com/s/8jhjontfywlonwj/bump.c4d?dl=0 Also I use this image below as texture for the tracks.
  13. I didn't understand any of this 🙂 ...I have two nulls, one for each track. What setup do you recommend then? I unchecked Banking in Sweep object and that seems to work but I am not sure if I just got lucky or indeed works.
  14. I was attaching the null to another main null (which contained all the components of the tank). I now attached that null to the main body of the tank and now it moves. The trace is generated now but I have another issue: it's an an angle...and as the tank moves that trace is moving from an angle to another randomly. See the image.
  15. I want that a tank to leave track marks on the asphalt as it moves. How to do that? I tried tracer, like in this example below but it seems it doesn't work (the null associated with the tracer doesn't move so no spline is generated). The tank uses Dynamics which are cached. Any ideas?
  16. See the image attached. Why when I render a FumeFX simulation the render shows also a partial Sky Object with HDRI illumination image? I only want the smoke to be rendered (besides the tank model obviously). Any ideas? SOLUTION In the end I found the solution. On the Sky Object I have a Compositing tag and have Seen by Camera deactivated (so it won't render it). But if you deactivate also Seen by Transparency then you won't have the problem I just described.
  17. See the image below. I want to have the tip of the antenna vibrating, left, right, forward, backward (no rotation). But the base of the antenna to remain fixed. I could try this with Bend (animating it) but I guess there is a lot of hand animation to do (the sequence has 400 frames). Any better solution? Thank you.
  18. By steering you mean you added that Pointing Null and target?
  19. Here is the whole project: https://www.dropbox.com/s/82awyxurv5gcily/tank-zip.zip?dl=0 (the tank is controlled in User Data) It has some Xpresso too, besides Dynamics. Also, has "Kinetic Calculation Group" which is what you say "you can use say a cube that is dynamic and reacts in real time with the tank body". It's hidden from the viewport now. but even with that it takes a toll on my viewport. Even if I want the tank to speed up and leave the camera behind, I still want that tank to feel real in its movement on the road (see the video how it looks now).
  20. I have another question now....look at the results of my tank: https://www.dropbox.com/s/sbn4q9j20fsois6/tank.mp4?dl=0 How can I make it look like it has scale? Not in the sense of size but how it moves. Now when it moves it looks like a toy because shaking of the tank as it drives is too fast. I want that shake to be smoother and slower, like a big thing with mass would do. Also, the movement of the tracks to be slower (they are tank tracks, they are big, not bicycle chains). Any ideas? In the viewport I cannot tell how the tank moves because it's too slow (my computer is a bit slow), I have to render it to see.
  21. In the end, what I have done is to make a "guide" to the tank, from a rectangle placed along the path I want the tank to go. I placed the rectangle between the tank's tracks and was a bit elevated (I added also a collider tag)....so when the tank tries to go off track it collides with the rectangle and comes back to the path (it looks like steering somehow). I made the rectangle not be seen by the renderer. And then I saved the tank animation as alembic file (without the rectangle), reimported into the scene and rendered. See the image attached. Thank you for your solution. How do you control the speed of the tank? I didn't get it from your explanation.
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