Would really appreciate some support on this one, anyone with a solution? Sorry to bump this
Latest posts made by history-growth
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RE: Rigid Body with Follow Position becomes dormant, why?posted in Question & Answers
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Rigid Body with Follow Position becomes dormant, why?posted in Question & Answers
Hi! I'm trying to direct a scene with several rigid body objects taking the shape of a card house, falling down then rebuilding into a new shape.
I'm directing this with the Follow Position, Follow Rotation to force them into a new position but after they have stopped I can't activate them again.Anyone have a solution on how to set this up? I'm attaching a scene file for you to understand my setup and problem: 12-HouseOfAbstractCards-003.c4d
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RE: Best way to UVW a sweep spline...posted in Question & Answers
Great. Thank you for your expertise.
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RE: Best way to UVW a sweep spline...posted in Question & Answers
interesting technique! Using a Vertex Map with the Spline as input was a clever way of extracting the data needed, great.
Are you using the MoSpline to animate the Spline, is that what it's for? -
RE: Best way to UVW a sweep spline...posted in Question & Answers
Hi Dr Sassi!
Thank you for the reply.
Here you can find the rnd file: https://www.dropbox.com/scl/fi/u992fksalrtm1er068wob/Spline-RND-01.c4d?rlkey=8849mir6m25ivgfv9xovicxjz&dl=0What I'm trying to achieve is a coherent mapping of the gradient throughout the entire spline including the caps.
Is it possible? -
Best way to UVW a sweep spline...posted in Question & Answers
Hi everyone,
I'm looking to create a squiggly shape from a single spline bending and twisting. For this I need a even and uniform UVW on this object.My question is: what's the best way to create a uniform UVW on this sort of object?
When I create a (hand drawn) spline in the shape I want and render it with a Sweep giving me round caps on both ends it tends to make the ends much denser compared to the rest of the spline.Also tried generating a stright spline which I deformed with a Spline Wrap without any success.
Any ideas?
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Best way to light a screen for non-additive effectposted in Question & Answers
Hi everyone,
I'm looking to create a screen, just a plane, that I want to set a light directly onto for a very sharp highlight. The screen material is set up with a bitmap going into the Base Color and also the Emission Color with the weight set to 1.2.When aiming the light to the screen the light is additive on the bitmap material - how do I set this up as a physical screen where the light would not have this effect but stil leave a highlight on the screen glass?
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RE: Constraint Aim - with restricted movement?posted in Question & Answers
Dr. Sassi! Thank you - this is sort of exactly how I first thought of settings this up. The one thing I did not do is keeping the rotation value in a separate null and transferring it via xPresso Range Mapper to the object.
I believe this will make my scene work - thank you so much.
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RE: Constraint Aim - with restricted movement?posted in Question & Answers
The Protection Tag sort of does the job but limits the incoming values as well. The best scenario would be to do this but with a broader incoming range.
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Constraint Aim - with restricted movement?posted in Question & Answers
Hi everyone,
what would be a good way to restrict the movement of the Constraint Aim? What I am trying to achieve is an object looking at another object (with Aim) but restrict the movement to only a certain degree of movement.
My idea was to use Xpresso Range Mapper and drive the values from itself but I can't get the logic to work. I'm guessing it's due to the order of execution.Any ideas?