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mikoian

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Everything posted by mikoian

  1. I have this bird (ancient bird) which is set to fly. I has a fly cycle of 55 frames which I wanted it prolonged to 400 frames. I did that by going to the Timeline (Dope Sheet) from Window menu, select the object under Summary and then, in the main window on the right side in Properties, select Before=Off and After=Repeat (and Repetitions=10). So, I made the animation repeat itself 10 times...but I have a slight problem. If you play the file attached after each cycle you see a slight hiccup (a small stop of the wings). And I don't know how to make it seamless. Can you help? Here is the C4D file: https://www.dropbox.com/s/5p0ox79k3t5hpa3/pterodactyl-fly.c4d?dl=0
  2. Yeah, I have done that thing with the spline and eventually I would have to adjust so the character won't be skidding anymore. But I wondered how can I convert walk in place to walk in line of the animation I already have without using spline.
  3. I have this animated model I purchased from somewhere (it is rigged). It's a dinosaur walking. But it is walking in place and I want to make it walk in line for several seconds. How do I do that? (as a workaround I made it walk on a spline, but it seems there is a bit of sliding there, that's why I want to have it walk in line without a spline to help) I looked for some tutorials on the net but couldn't find so far. It seems it wasn't animated using Character and CMotion from C4D (although the file is C4D). See the attached file https://www.dropbox.com/s/twf731uqshbtxcx/walk.c4d?dl=0
  4. That's the problem, that I tried and it seems it doesn't work. Like the shadow pass is not the same as that shadow left on the ground by the model. Did you try it?
  5. I have an OpenEXR file where I saved multipasses: Atmosphere, Atmosphere (Multiply), Refraction, Ambient Occlusion, Ambient, Shadow, Diffuse, Background, Alpha, Object Buffer., RGBA. Now, for the object (which is a dinosaur) shadow I used a Shadow Catcher material applied to a plane and I saved as Multipass. I checked Straight Alpha as well. My issue after bringing this in After Effects is how to edit the object's ground shadow? (I don't mean the Shadow pass, which seem to be different than the object's ground shadow). See the image attached. I want to make that shadow not to have so hard edges, I want to make it soft. I am using the physical render so I can't use the Shadow Maps (Soft) in C4D for the Light I am using (that works only with using the standard renderer). I had to use Raytraced or Area shadow, which both produces hard edges. PS. In After Effects, after importing the EXR file, you can extract the multipasses by selecting the file, going to File->Create ProEXR Layer Comp (or you can use the Extractor effect - but it's more tedious). I don't see which one of those multipasses controls that ground shadow. Here is the file: https://www.dropbox.com/s/75ru5k4f7a9vynm/2_0043.exr?dl=0
  6. In the end I solved it by NOT using the camera mapping for those planes and sidewalks but using only a shadow catcher material (thus those planes would only catch the shadow and would be invisible - so the footage below would show up - and would look like part of the scene). I also looked at that video you gave me, Igor, especially from minute 6.25 and that could be another way I can try. Thank you for your help! @noseman thank you to you too!
  7. Viceversa...I need the plane to move as the camera moves...because that is the tracked camera. The sidewalks should follow the camera movement too. Basically, the plane and the sidewalks should look like being a part of the scene.
  8. The only materials there are "Mat" (which is the camera mapping), "Shadow.Catcher" (which is a simple shadow catcher material), and "C0001_00000" which is used for Background object and it is the same as "Mat"). I thought you downloaded the zip file from G Drive which contains the image sequence used for "Mat" and "C0001_00000". To save it as project with Assets means to upload again all that image sequence (over 1 GB).
  9. It didn't work...after reading your comment I said it was so simple but I didn't test yet...After testing it seemed it didn't work. See the video. road.mp4
  10. Hmm, I just tested it and it seems it doesn't work...
  11. Here is the link to the G drive of the footage (I suppose that is what is takes so long to download): https://drive.google.com/file/d/17ISuUnClYQCoLedn-szkinCrS4Pzp9ur/view?usp=sharing
  12. I have this scene where I do a camera mapping for texturing so that a road will look like the road from a footage. See the scene here: https://www.dropbox.com/s/p2rm7tvhdy08aig/scene-5-new-ver2-ground-explosion-forum.c4d?dl=0 (the footage used in this project is here https://www.dropbox.com/s/e8nss9wat60u4gl/footage.zip?dl=0 - an image sequence) See the Road plane (not Road.front or Road.back)...it has the material Mat. Click on that material and you will see that I Camera Mapping and assigned the Solved Camera to it. I want to lock up that material (that Camera Mapping in fact) to the plane so when the scene starts the camera material will move accordingly and not stay fixed - as it stay if I don't lock it). To lock it up I right-click on the material Mat assigned to Road plane and click on Generate UV Coordinates (I know from a previous project that this should lock up the camera). But when I do that a part of that Road plane disappears (render a frame to see it...get out of the Solved Camera to see it as well). I am not sure what is the problem here, can you help?
  13. mikoian

    Voronoi and FumeFX

    That doesn't seem to work either...see the image. The fractures are not emitting anything, only the surface as a whole seem to emit something.
  14. mikoian

    Voronoi and FumeFX

    Nope, you can't put those selections as sources (either in FumeFX directly or in Object Sources). See the image.
  15. mikoian

    Voronoi and FumeFX

    I have a plane which I fractured with Voronoi Fracture. I added an attractor to make it explode (like a ground explosion). Now I want to use FumeFX for Cinema 4D to make smoke/dust/fire (basically an explosion to go with the ground explosion, but the pieces of the fracture should have smoke trails). I created the FumeFX container, I added an Object Source and there I added the Voronoi Fracture object. But when I simulate I don't see anything (the viewport view is enabled). Simple Source works ok. And I can't find tutorials on the net about FumeFX working with Voronoi (not for C4D, not even for 3DSMax) Any ideas? Has someone worked with FumeFX yet? UPDATE I Found out that I had to add the Object Source to the Object/Sources list from the FumeFX container (previously I added only the geometry I was using, not also the Object Sources itself - where I added that geometry). Now the smoke is generated from the geometry, but not from the fractures of that geometry. Seems FumeFX treates the voronoi fracture as one object. Need to dig up more... UPDATE II Seems I had to make the Voronoi Fracture editable and use the resulting fractures as individual pieces (added to the Object Sources and FumeFX Source list) for FumeFX to work with them.
  16. I think I have solved this... I disabled the dynamics (including the conectors and motors) for the portion of the driving where the car is scaling up (I did add an Xpresso script for all 4 wheel to spin to give the impression it has dynamics). When the time comes to see the dynamics in action I enabled them (and disabled the Xpresso script which made the wheels spin, as not the motors is taking over). See in the video below...where you see a bit of hiccup is when the dynamics are taking over (and the car is not scaling anymore). At that time I intend to make the car crash so that hiccup will not be so evident. car.mp4
  17. The model was originally this tiny so I had to scale it once before applying the connectors and motors and physics.
  18. Nope. I just tried and it's not working. You can try too using my project file.
  19. I have a car which I rigged with Connectors and Motors. It will be put in a real tracked scene (the Plane in the project file is the road). But I have an issue...the car drives ok (the dynamics)...but because it's about the perspective the car starts small (the default size)...but as it comes closer to the camera it gets bigger (see it through the Solved Camera). To make it bigger I used the Coord S (click on 2017 VW Tiguan to see the keyframes and the size as it moves along). The car gets bigger, the wheels also gets bigger but the rig on the wheels doesn't get bigger (see it outside of the Solved Camera)...and as it goes forward the wheels get under the car and finally it makes it stop before the intended destination (frame 360). At the frame 300 the size should stop growing. Any idea what causes this issue of the rig not getting bigger proportionally as the car and the wheels are getting bigger? I tried making the Body or Body.proxy bigger but I get the same results. The project is here: https://www.dropbox.com/s/xtd4l0o4qe6svh9/scene-5-car-explosion-ver1-forum.c4d?dl=0
  20. I found this paid tutorial https://www.cgcircuit.com/tutorial/cinema4d-_-car-destruction-.-part-1 (and here it seems he is using manual deformations combined with Pose Morphs animations - using several proxies with different grades of destructions...I might do the same)
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