Cineversity Cineversity en Copyright 2020 2020-01-22T00:30:12-08:00 Modelling curved concrete Stair <p>Hi,<br /> stairs are a little bit tricky. In my case, as an architect, I have to modell a curved concrete stair. Important is that the view from the bottom is organic. Like in the attached picture. Damn I cannot upload a picture. Here is a Link: <br /> <a href=""></a>&amp;imgrefurl=;docid=0JwArF-4Oj20tM&amp;tbnid=h-BgEr9dxiifhM:&amp;vet=10ahUKEwjBlpTUsJTnAhVMUhoKHQ_jBWQQMwiMASgPMA8..i&amp;w=600&amp;h=800&amp;bih=1297&amp;biw=2560&amp;q=viertel gewendelte Treppe beton&amp;ved=0ahUKEwjBlpTUsJTnAhVMUhoKHQ_jBWQQMwiMASgPMA8&amp;iact=mrc&amp;uact=8</p> <p>I have Spline from autocad with every unique step.</p> <p>But I have no idea how to put them together in order to have a smooth stair view from the bottom.<br /> Can someone help me?</p> <p>Greets </p> 2020-01-21T01:37:34-08:00 Blended clones <p>Hello Sassi. This is a variation of a previous question around clones and the step effector.</p> <p>In the scene file below I have cloned and animated the rotation of a torus and applied a step effector with a time offset to give the animation you see.</p> <p>As you know when using a cloner and scaling in iterative mode, it scales the radius of the torus with each count, but I do not want this.</p> <p>In the setup in the null called “blended cloner”, I have blended two tori with the same radius and the appearance of the clones is what I want - each torus has the same radius.</p> <p>But I cannot see how to apply the step effector with the time offset to the blended clones to achieve the same animation as the iterative cloner. I’ve played with using nulls and hierarchy order but cannot find a solution. Is it possible?</p> <p><a href=""></a></p> <p>Thanks,<br /> David </p> 2020-01-21T04:13:45-08:00 Taper spline in volume builder <p>Hello</p> <p>I’m interested in using splines to create volumes so I can “paint” with splines and then mesh the result.&nbsp; However the “tubes” that are created with the volume mesher don’t seem to have the ability to be tapered.<br /> Is there a way to maybe do this with fields?</p> <p>I’m working on creating an object like this <br /> <a href=""></a></p> <p>Hopefully that explains the idea?</p> <p>Thanks! </p> 2020-01-21T16:03:39-08:00 Replacing cameras from beams <p>Hello</p> <p>This might be a bit of an odd question, but I have a 3d model which was created in a projection mapping software (<a href=""></a>) and that was exported with geometry and projectors + visualization of projector beams.&nbsp; <br /> I loaded the project in C4d, and now have to replace the projector geometry with “cameras” in c4d so that I can work on some content.</p> <p>The problem I have is that the only information I have about each projector is that the lens is a 0.8 throw ratio, and I have some geomtry that represents the beams.</p> <p>See <a href="">here</a> (I will have to delete this link in a few days as it is a somewhat confidential project).</p> <p>What is the best way to find the right camera settings based on these “beams”?</p> <p>Thanks! </p> 2020-01-21T12:21:43-08:00 NAB 2018 Rewind - Zachary Corzine: Learning Through Experimentation and Exploration with Cinema 4D <p>Hello, where can I learn how to blend material from a cloner, in min project minute 13, and project minute 21 when I don´t have the octane?<br /> Thank you.<br /> Best<br /> Anunciada </p> 2019-08-04T14:27:41-08:00 Sketchup to Cinema 4D: How Grouped Objects Behave <p>You mention that you flip over to “Finder.”&nbsp; What is a finder?&nbsp; I am working in Windows. </p> 2020-01-18T01:47:51-08:00 Female Clothed Right Thumb Pose Issues <p>In R21, I’m attempting to pose fingers/thumbs of the “Female Clothed” rigged character as found in the Content Browser.</p> <p>For the left hand, the thumb and all fingers worked OK.&nbsp; For the right hand, all the fingers are OK (I could use the same exact pose control values to mirror the left side).&nbsp; However, the thumb leads to a really distorted look.</p> <p>Specifically, I’m just adjusting three values for the thumb: Scrunch of 15, Seg1 of 50 and Seg2 of 70.</p> <p>I’ve tried analyzing the various tags between the left and right thumbs, but cannot find anything obviously wrong.</p> <p>Other things I’ve tried… In my project, I had posed the arms such that the hands were palm up.&nbsp; Thinking that may have caused the issue, I created a brand new project, loaded the “Female Clothed” character, then only tried to pose the right thumb.&nbsp; Same exact issues.</p> <p>Anyone know of any workaround?&nbsp; Or, how would I go about troubleshooting this to ensure the right thumb works as the left thumb?</p> <p>Thank you. </p> 2020-01-19T07:25:27-08:00 Separate fillet and cap in R21 <p>Does anyone know if it’s possible to retain the previous ability to have just a fillet without cap in extrusions/loft etc. I’m finding opening older models that have just fillets in 21, the fillet edge disappears. It was a really neat feature, and the new cap system rocks but would rock better if it could do this.<br /> regards </p> 2020-01-17T02:19:33-08:00 Sketchup to Cinema 4D: How Grouped Objects Behave <p>Heighway is using the term “null” quite a bit which I am not familiar with. That is not SketchUp talk.&nbsp; Nor have I needed to know anything about that in Vray, Autocad, Autocad, Maxwell. This is confusing.&nbsp; I guess it must be Cinema4D talk?&nbsp; However I have begun some study of Cinema4D and have not run into it yet. </p> 2020-01-18T17:06:03-08:00 letters burned in wood <p>Hello,</p> <p>I am modeling a tree trunk to use in a bigger project. </p> <p>I am looking for a way to burn my letters in the wood.<br /> In the final movie I want to animate the words (let them be visible one by one….). </p> <p>I can’t figure out how to texture the words, so that it looks naturale with my wood texture. </p> <p>Thanks in advance. </p> <p><br /> <a href=""></a> </p> 2020-01-17T09:06:25-08:00