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noo321 aliParticipant
Hi,
if you have After FX there is a plug in Zaxwerks 3D flag (3rd Party) that will do the trick
cheers
noo321 aliParticipantHi,
bouncers show up as 3D spheres so you should be able to position a bunch of them where you would like the rocks to be in 3D space then create your particle stream at the top of the waterfall and use particle manipulators to simulate gravity, if you have combustion you can borrow some of the sprite images for a waterfall particle system or create your own, and use that as the texture for square particles, make sure your hit sort (the discreet website has a tutorial for creating smoke) swap out the texture for a falling water type texture, if you want to use an image as a bouncer it will always be flat, but you have the advantage of painting a matte with holes so parts of the image will deflect and parts will go straight through, maybe add another particle system to creat mist rising (using the smoke tutorial) and a manipulator to make the particles gently rise, have fun!!! you can always do the good ole star wars matte painting trick if you have a progressive DV or HDV camera and shoot some salt being poured over green painted rocks and key that in 🙂
cheers
noo321 aliParticipantJust a quick note regarding controlling action layer blend modes with no opacity, you can color correct the matte to increase or decrease the opacity, handy workaround
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noo321 aliParticipantHi sorry I was so vague,
I’m not allowed to discuss in detail stuff regarding our pipeline or procedures, but basically I’ve never encountered this problem because each artist is always using a separate remote directory based on your name (I guess this problem is why they have us do that) so basically I was putting in my two cents saying that our place does not share directories,
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noo321 aliParticipantwhere I work we save setups based on the job/artistname never locally I only use local to copy a setup from one module to another
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noo321 aliParticipanthi so I just tried it,
if you right click the shapes, control shape icon you get an option saying open/close shape which will open a closed shape or close an open shape
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noo321 aliParticipantsorry misread your post,
not sure if you can close a predrawn open shape
noo321 aliParticipantHeya,
Just double click on your last point instead of single clicking it, this will end your spline that you are drawing and leave it open
cheers
noo321 aliParticipantwith a camera move You could try using a projector for the reflections see this thread
for setting up projectorshttp://www.fxguide.com/postp9499.html#9499
If you’re building the camera move in the flame then just parent all relevant things to the camera
If the camera move exists try to get a 3D track to give you camera info
cheers
noo321 aliParticipantNope flame doesn’t do raytraced reflections or shadow casting like you can in combustion, if you know how to do it in combustion then just precomp that aspect in combustion then finish in flame, to make a reflection or shadow in flame you basically copy the layer flip it down, skew it into prespective and add a ramped blur and fade, with some displacecment to sit it into the ground, some things are easy in flame some things are easier in other apps if you have the toolsets then use whichever tool gives you the visual result you want in the time you have to do it
cheers
noo321 aliParticipantI almost always try to place the mask axis on a point of pivot if there is a pendulum type motion, try to think like an animator (IK and such) and place the mask axis where the joints would be, Track as much as possible then look for the major keyframes of extreme movement adjust those trying to let Flame “inbetween” as much as possible and then fine tune, this works really well when rotoing people walking or hands with fingers opening and closing, get an overall track for the object then think like an animator and IK roto it, for example if you roto an arm you will have a mask from shoulder to elbow, with the axis at the shoulder you attach a child axis for the elbow to hand with it’s axis at the elbow joint and then attach a child to that for the hand with its axis at the wrist, if you want to rotate the group as a whole you only have to rotate the shoulder axis, make sure you get these close before fine tuning individual points, nice little tricks hit hotkey “r” to get a GUI for rotation, also check out how “Shake” parents masks together you actually get an IK looking joint very cool, but easily reproduced by parenting axis in Flame, cheers
noo321 aliParticipantAmen, brother swerve
Right tool for right job at right price, as much as I love working on FFI some tasks are way easier and quicker in prosumer – pro apps so you farm it out or jump onto your sidekick computer to do it quickly and jump back in, smoothcam and autoalign in shake are two great reasons to get the hell out of an inferno use the right tool for the task and then jump back in, so is the spot healing brush in photoshop etc etc etc as far as I am concerned if you only know one way to do something then you can’t really offer your clients the RIGHT choice for their budget and timeline now can you?????
noo321 aliParticipantHello,
the way you control selections when you click on a node is determined by a little button (selection mode box) bottom right that has the following options current, branch, tree, all, the hotkey “h” is used to hide or show your selection, I usually set this to branch which means that when you click on a node it selects everything downstream of that node and if you press “h” it will hide that “branch” of your node tree, if you are in batch you can also “group” things but to answer your question there is not as far as I know a way to set up selection layers like you can in Maya, if anyone else knows of a better way to do this I too would be interested
cheers
noo321 aliParticipantHello,
if you look in the manual on “to use a 3D object as a custom particle”, pg 1858 in Inferno 6 user guide, it walks you through how to setup the 3D object as a particle the key parts are naming your geometry node “ParticleDraw” (case sensitive) switching particles and rendering to “Nodes” and parenting the axis of the 3D geometry to the particle generator, then you hide your original geometry, this will give you multiple 3D objects as particles, the only thing that this does not allow you to do is rotate in 3D space the seperate objects independantly, to do this you would have to create multiple generators and lower the particle number on each so you get several groups doing different things, to add some randomness
To create the glowing pulsing hearts you could create a clip that ramps in colour from (pink to red to pink) (make sure it loops properly) and use this to texture the heart, to add an external glow you would have to do this 2D using sparks,and mattes etc hope that helps
cheers
noo321 aliParticipantHi – the articles are called Keyer Strategies – Part 1 to 3 if you type in “Keyer Strategies” into the search it will find them all
under the Flame Tips there is an article called Modular Keyer Tips and there is also an awesome little quicktime the link at the top of that article.
cheers
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