Tuesday, September 25, 2012
control instanced object of particles/nparticles, Maya
- go to nDynamics menu > nParticles > instancer
- in the option menu, select particle
- per particle attr > add general
- add userScalarPP attr
- write expression for the attr.
ex)
- go to Instancer and change object ID to userScalarPP
Remove banding in gradient, AE
Wednesday, September 12, 2012
loop, oscillate, reverse, hold nCache - Maya
- select object with nCache attached.
- select ncache clip in Trax editor.
- and
Extend lower corner of the clip to "loop" (repeat)
Extend top corner of the clip to "hold" at the last frame.
Check "oscillation" in the attr editor, and extend lower corner of the clip in the Trax editor.
Check "reverse" in the attr editor to play backwards.
*if you want to attach one cache file twice you can attached cache file again.
Friday, August 17, 2012
color correct stereo clip, smoke
blur both L&R clips to solid.
multiply one by the other.
apply that to a clip u want to correct.
Tuesday, August 7, 2012
C4D > AE Element 3D
- create an object with UVW material tag.
AE Element 3D
- import C4D file
- apply texture image.
AE > Camera Tracking > C4D
1. Apply Effect > The Foundry > Camera Tracker
- Track
- Adjust Trackers by deleting and adjusting Min&Max parameters
- Solve Camera with keeping error around 1 pixel.
- Create Scene
- Add Null Obj to Tracking points.
- Create ground plane by selecting multiple points
2. File > Export > C4D Exporter
C4D
3. open file in C4D and add models on the plane.
Wednesday, August 1, 2012
setting up TP, C4D
create Null obj
add Xpresso tag to it.
open Xpresso window.
create PStorm.
create PGroup and P Pass.
add PBirth output to PStorm and connect it to PGroup.
Objects > TP settings > create a new group
put the group into the PGroup and P Pass.
Objects > TP settings > P Geometry
* connect P Pass to any TP Dynamic to crontrol particle movements.
Thinking Particle into Mograph, C4D
set up TP
put Particle Geometry under Connection obj.
(no Weld, no Texture)
select the Connect obj as obj for Clone obj.
add clone childs.
Tuesday, July 31, 2012
multiple objs in one clone obj, C4D
Clone obj > Object properties > Clones,
Iterate will show assign different obj per clone.
Sort will use only one child obj depending on Weight value.
restriction tag, C4D
ex) add Cinema 4D tag > restriction tag to a deformer obj.
add polygon selection of a deformed polygon obj to the tag.
Sunday, July 29, 2012
type of Effectors, C4D
1. transform initial value per clone based on parameters.
Each takes init value from...
- Shader effector
texture's gray scale
- Formula fxtor
formula valu
- Random fxtor
randomized value
- Sound fxtor
sound level of various freq.
- Step fxtor
consecutive init value from 0 to 1 is assigned to each clone. first clone get zero transform, and the last clone get full transf. value and others in between are interpolated.
- Time fxtor
steadily increasing value in the course of an animation.
init value will be multiplied by parameter values, strength, min/max and fall off.
2. use a spline or other animated obj.
- Inheritance fxtor
assume the position or animation of a reference obj and pass it to another.
- Delay fxtor
affect every clone obj's pos, size, rotation simulaniously with a temporal delay.
- Spline obj
arrange clone on a spline.
- Target fxtor
face clones towards a target.
- Group fxtor
group effectors into one effector.
3. new addition
- plain fxtor
manipulate only fall-off or Clone selection of Clone obj.
- Volume fxtor
affect clones lie within spatial polygonal obj's volume.
- COOFFEE / Python fxtor
script to control effects.
How to arrange effectors, C4D
add effectors to
Clone Object > effector tab
or
put effector and C4D obj under the same null obj. (fxtor first)
Effector can affect ... , C4D
- clone, matrix, text obj, etc.
- Mograph extruder objs.
- c4d deformation free obj.
- deformation objs on obj's points or polygons.
Wednesday, July 25, 2012
fracture and connect object, C4D
select polygon
control + a to disconnect faces
put under fracture effect.
add some effector
put them under connect object.
put it under nurbs surface.
>>keep polygon smooth while adding some effect at only a part of polygon.
Tuesday, July 24, 2012
Monday, July 23, 2012
cloth, C4D
create polygon plane.
tags > clothilde > cloth.
make it collide with an object.
- select obj
- tags > clothilde > Collider
pin the cloth
- tags > clothilde > Belt
cache polygon animation
- tags > Charactor tags > Point Cache
- tag properties > calculate
(now the plane moves even after removing cloth tags.)
set Selection, C4D
make polygon editable.
select components.
Selection > Set Selection.
(This will add orange triabgle tag to object layer window.)
Friday, July 20, 2012
GI Portal to create light comming through transparent part of an object. C4D
apply transparent material to polygon selection.
turn on material > Illumination tab > GI Portal.
change sampling mode from Normal to Oversampling.
change Strength as you like.
create Fresnel reflection, C4D
material > reflection setting > texture > choose Fresnel
adjust strength as you like.
Wednesday, July 18, 2012
torso rig, Maya
bottom > between legs > belly > belly2 > chest > shoulder > neck > head > top
2. create SplineIK.
neck > btw legs
3. create clusters to control spine bend.
- select top vetice of spineIK curve
- Deform > create Cluster
- move clusterHandleShape off Z .
- snap clusters' pivot point to corresponding joints.
- parent the clusters to bottom joint
- connect hip joint to two leg joints.
4. add control curve to each cluster.
- create wire cube and attach it to chest c by point constraint.
- create the same kind of cube and attach it to hip c by point constraint.
- create star out of circle curve and attach it to hip c
- create circle curve and attach it to belly C.
- create double-sided arrow curve and attach it to shoulder C by point constraint.
- create
Monday, July 16, 2012
Rigging legs, Maya
<p><p>1. draw joints<br><br>
&#160;&#160;&#160; hip &gt; knee &gt; ankle &gt; foot &gt; toe<br><br>
2. connect ikHandle.<br><br>
&#160;&#160;&#160; hip &gt; ankle (ikRPsolver)<br><br>
3. create ikHandle <br><br>
&#160;&#160;&#160; ankle &gt; foot &gt; toe (ikSCsolver)<br><br>
4. create skelton for pivot.<br><br>
&#160;&#160;&#160; heel &gt; toe &gt; foot &gt; ankle<br><br>
5. parent first joints to corresponding joints<br><br>
&#160;&#160;&#160; toe, foot, ankle<br><br>
6. Skeleton &gt; Mirror joints<br><br>
7. create control curve for foot.<br><br>
&#160;&#160;&#160; - create sphere curve @ foot joint and shape it like a foot and freaze transformation (FT).<br><br>
- add attribute to the curve and make it drive pivot joints' rotations.
8. create control curve for a horizontal knee movement.<br><br>
&#160;&#160; - create letter curve in front of a knee. (r &amp; l)<br><br>
&nbsp;&nbsp; - create pole vector by selecting knee curve and ikhandle at ankle.</p></p>
Monday, July 9, 2012
Object ID for seperate particular obj - C4D
- select Obj Buffer tab (Add to Object Buffer)
- check one of the obj ID.
*use the ID for Glow render setting.
*get alpha of an obj.
- add Obj Buffer to Multi-Pass
(will be saved to a directory set in the Save>Multi-Pass Image)
Light Linking - C4D
- drag&drop obj into the space.
(u can select either exclude or include)
Primal Visibility - C4D
- Uncheck Seen by Cemera.
*useful when u do not want to show sky obj.
Studio Lighting - C4D
- Create another are alight above the obj facing from a little near side. Not from the behind(rim light).
- Create back drop and canopy by extruding square line without one edge with rounded edge.
- Create sky obj
- Add GI to render setting
Caustics C4D
Enable Caustics in material attr.
Add Caustics to the render settings.
Do the same for Volumatic Caustics.
Thursday, July 5, 2012
blue/green screen key Nuke
Tuesday, July 3, 2012
different face expressions for blend shape Maya
Mouth
smile + L&R
m face
frown + L&R
u face
f face
sneer + L&R
face roll L&R
Eye and Eye Brow
brink L&R
twitch L&R
brow raise L&R
upset
sad
shocked
Monday, July 2, 2012
face replacement, Nuke
- roto face you want to replace.
- cameraTrack the face. (keep the errors less than 1px in the output window.), solve camera and create scene.
- readGeo and add 3d face model to the scene
- project the footage onto the face obj from the camera just created.
- place the obj where it matches the projected image.
- connect the scene to a scanlineRenderer and the projection mode to uv.
- Now u have animating texture on the face obj.
- track original face wih trackers apply the positions to SplineWarp points. or use GridWarp.
create reflection map in Nuke.
- add environmental light to a scene with the object.
- add a new scene and locate a new camera where the object is.
- connect the scene to the scanlinRenderer and set the projection type to sphere.
- connect the scanlineRenderer to map input of the environmental light.
- composite the object with reflection over the same object with diffusion.
Saturday, June 30, 2012
compositing cg with live footage Nuke
- add a little blur node on cg
- grain node with footage on cg
- edgeBlur node for sharp alpha channel
or edgeDetect node and blur node
- lenseDistortion node on cg
- mitionBlur node on cg
make seperate render per light Maya and Nuke
make a duplicate of master layer for each light.
enable one light for each layer.
render them
import them into Nuke.
merge them with "plus" setting.
Wednesday, June 27, 2012
create multichannel exr file
ShuffleCopy node
- input 2 is original channels and inout 1 is additional channels
- create new channel layers (rgb)
for indirect, reflection, reflaction and other passes and hook them up with rgb input1.
Write node
- render out openEXR file.
manipulating channel(s) Nuke
Shuffle node
- shuffle channels within one input.
ShuffleCopy node
- copy channels from input 1 and add them or replace channels of input 1&2.
Copy node
- copy channel of input 1 to channel of input 2.
ChannelMerge node
- add, instersect, subtract channels from input 1&2.
Add node
- add non-existent channel of input 1 to input 2.
Remove node
- remove channel from input.
Tuesday, June 26, 2012
better motion blur
1. ScanlineRender node
- Shader tab
- check outputVector
2. plug into vectorBlur node
instead of raising ScanlineRender > MultiSamples > samples
python before & after render control
1. Write node
- enter python code in python tab> before/after render
Autocrop to reduce resolution Nuke
1. insert curvetool
- select curve type > autocrop
- click GO!!
2. insert Crop node
- link Crop > box to autocropdata of CurveTool node
Monday, June 25, 2012
Maya and Nuke Camera Projection Process
Compositing Integration check list
1. Context
2. Tracking (make it perfect!!)
3. Color
- Light (lighting and shadowing)
- Depth & Atmosphere
- Contextual
4. Sharpness
- Focal (f. plane & dof)
- Motion (blur, manually if possible)
- Contextual
from fxphd,
"Nuke and Digital Environment"
Tuesday, March 20, 2012
install Shake 4.1 on Fedora Core 16
NR_SHAKE_LOCATION=/usr/nreal/shake-v4.10.0606
NR_ICON_PATH=$HOME/nreal/icons
NR_INCLUDE_PATH=$HOME/nreal/include
LD_LIBRARY_PATH=/usr/nreal/shake-v4.10.0606/lib
### omit the next line if running 32-bit Linux ###
LD_LIBRARYN32_PATH=/usr/nreal/shake-v4.10.0606/lib
### always include this last line ###
export NR_SHAKE_LOCATION NR_ICON_PATH NR_INCLUDE_PATH
install Shake 4.1 on Fedora Core 16
NR_SHAKE_LOCATION=/usr/nreal/shake-v4.10.0606
NR_ICON_PATH=$HOME/nreal/icons
NR_INCLUDE_PATH=$HOME/nreal/include
LD_LIBRARY_PATH=/usr/nreal/shake-v4.10.0606/lib
### omit the next line if running 32-bit Linux ###
LD_LIBRARYN32_PATH=/usr/nreal/shake-v4.10.0606/lib
### always include this last line ###
export NR_SHAKE_LOCATION NR_ICON_PATH NR_INCLUDE_PATH