Wednesday, November 18, 2009
Monday, October 19, 2009
As you guys know, my project scenes are huge, because of the great number of polygons, milions of cubes, references and particles. As I was setting up the files for the renderfarm, I was fixing the links for the referenced scenes ( deleting everything that comes before "scene" - that crazy path full of /mydocuments, //user, C: and similar codes) so they could keep working on any other machine. Well in some scene, Maya would simply crash, as many times as I tried, as soon as I would change the path. Well, The file needed to be changed somehow.... so I tried to open the .ma file on text edit to see if I could find where the linked files were on the code. I could find them right on the beginning of the document, I've changed them on text edit and ta-daaaaaa! It worked!!! =D much faster and much lighter than doing it on Maya ;)
Saturday, October 3, 2009
When I batch render the AO pass of my scene it render 1 layer (it takes sthg around 3minutes)... and then it waits for about 1 hour to start rendering the next frame!!!!!
Have you ever seen this before? will I have to manually change the start frame number and redo the batch render for all the 60 frames?
Wednesday, September 23, 2009
Yeeeessss its true!!! Believe it or not, this is Maya!!!! After days of trials, finally it works! And as sending cameras from Maya to C4d is hard as e hell, maybe I'll stick to this solution on the animated camera/character scenes, so my life will probably be easier. Ok, achieving this moving shape was not the most simple thing in the world, but as my history is still all there, I can tweak the CVs and still have the animation!!! so I'll just have to remodel the curves and maybe create a couple more deformers to stick the beginning to the mush flute.
Now I can believe things will work anyway ;)
Monday, September 21, 2009
Wednesday, September 16, 2009
Friday, September 11, 2009
Saturday, September 5, 2009
ok ok LC looks like crap, but it was a preview render and i didnt even remember about turning on the lights heheheh so just did a color overlay for him to look bluish. But the idea is the animation. and to see that C4D and Maya are working together ;)
Just wanted to share a discovery that made me really happy! I had this scene in Maya in which I had imported a camera+target from C4D. everythg gets humongous, so I made an empty group, put everythg inside it and resized it to 0.01. Everythg working perfectly, I noticed that I hadto adjust the camera movement. So I opened the original file in C4D, made the tweaks I had to and exported another fbx (without changing the names of the cam and target).
My surprise was on Maya, when I just imported the new fbx scene and ta-daaa ... it replaced the old one!!! beautiful! working perfectly =D
Ah! Just do not forget to smooth the curves on the graph editor... they're stepped by default! ;)
Friday, September 4, 2009
when I separated the render layers in foreground and background and rendered them w/ the batch render, I cannot see the tree reflected by the cubes of the city. It does make sense, as the trees are not in the same render layer. But how can I make this happen?
Thursday, September 3, 2009
Tuesday, September 1, 2009
Monday, August 31, 2009
ehhh.... They made my moving ocean look like a low res jpeg ocean! So I tried to tweak all the parameters of the ocean shader, and still I couldnt figure out where's the issue. So I noticed that the smaller I make the ocean shader scale, the subtler the tiles get. The thing is that now I have a scale of 0.001 and still there are some tiles, that I'm afraid get visible when the shader's moving. What can I do to fix that??
Tuesday, August 25, 2009
1st test afteranimating the CVs on C4D. was quite complicated to figure out how to animate the CVs, as it's not as visible as in Maya. But after some research, everythg always works heheh
Monday, August 24, 2009
Sunday, August 23, 2009
I have already the camera! Just need the soundtrack to adjust the timing and send it to Maya, so I can animate the cube sliding down. They're not gonna be that colored though, it was just a map shader so I could recognize more easily each swirl.
I was having soooo many problems to simulate these falling rubber cubes with maya and nCloth that I decided to try the same in C4D, as it's faster and lighter for so many things.
It kinda worked but it was so much more complicated and nonsense for setting up the dynamics, and the simulation was soooo much more heavy that I decided to go back to Maya. The difference is that C4D gave me the idea that I
needed to make things work on Maya. Here are the tests!
Result: faster and better result in Maya, but only if you use the right geometry! Here's why it was taking me so long to calculate nCloth:
"fake" subdivision works better than high poly objs. Good to know ;)
Wednesday, August 19, 2009
OK. Everybody's talking to everybody now.
Finally I could fix all the bugs and make it work on Afx.
I know that it seems really easy to export C4D cameras to Afx, but GOD, it took me a while to find out that the plugin that needs to be installed on Afx is not available for download.... it actually comes inside the C4D application folder!!! Why nobody talks about that on the forums?!?!?! Well, once it's installed, it works. or kind of works, cause I've got a bug a couple times, in which Afx wouldnt import any camera keyframes (!!!) and then I just did everythg again about 5 times (I didn't believe it was not working...) and suddenly it worked!!! (?) yeh, it makes no sense at all....
... and with Maya everythg was soooo much easier!!! Afx reads .ma files, so that was just importing the .ma file and it was working beautifully!!! and the best thg is that we get a clean timeline =D
I just need to do the tests now to see if everythg matches, but I'll think about it after, it's already too late now. or too early... O_o
camera from Maya
... and now from Maya to C4D too!!!!
It took me a while to figure out how to make the cameras from C4D work on Maya. Everythg that comes from C4D is HUGE, and it doesnt matter to change the scale when u're importing, its always the same. So I've tried to create 2 empty groups, inside one of them I put the animated camera from C4D (it automatically gets baked when exporting to fbx) and inside the other one I put the obj from C4D, to be used as a reference (as its almost impossible to simply bake mograph stuff). Then, I just scaled down both the groups and "Ta-daaaaaa" (heahheah) it worked perfectly!!!
On the opposite direction (from Maya to C4D), things work in a similar way if u export the scene to fbx. The only thg I've noticed is that if you do not check the option box for "baking animation" (inside the animation + tab) on Maya Fbx export window, C4D does not understand the animation data. And back to C4D, stuff from Maya works great! =D