Is there any way to have each sprite auto-orient to the center of the sphere as it rotates? I thought about connecting a null to the X,Y,Z rotation settings in Trapcode but again, they all move as one.
Rather than using the built-in Sphere base form in Form, you might be better off importing an .OBJ file. If you use the Textured Polygon setting for the particles, they should align to the normals of each vertex, essentially laying flat across the surface of the sphere.
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The Normalize/Invert Z just saved our lives. We've been working with super large car models and Cameras that are not at or pointing to world 0,0,0 - but once we checked those boxes everything lined up perfectly.
The OBJ support was added to extend the Base Forms. In Form 1.0, only two Base Forms were available - Box and Sphere. In Form v2 we ship a number of Base Forms as OBJ's and also give you the ability to import your own OBJ's so you can make any type of Base Form you need. So basically, if you are happy with Box and Sphere (they do cover most cases) you don't need to worry about OBJ import, but if you need other shapes then that's what to use. The tutorial here is about the specific case when you need to match a Cinema 4D render with Trapcode Form.
hi...
i use Wide Field Cameras 4D to render out a 360 Projection from Cinema.
I was a little bit afraid that this plugin wouldn't work with the export of the obj sequence.
Is there a possibility to get the obj data for this ?
hi there,
i am confronted with a weird problem. i have a camera flying into a football stadium and everytime i follow these instructions i get the camera movement and everything, but when i go to form and import the obj the model appears, in the right perspective but waaaaay offset and waaaaaaay to small... it would be such a hassle to correct that manually... any ideas?
david
Hi,
unchecking Normalize aligns OBJ perfectly, but XY e Z position are set in the middle of the composition (e.g. 640,360,0 for 1280*720 comp) and not at 0,0,0. This way I can't rotate the OBJ (neither with Base Form>Rotation nor with World Transform>Rotation) on its axis but I get it orbiting around 640,360. Is it true or am I missing something?
Thank You
By default the base size is set to 200 for XYZ which gives not the full mesh resolution (mesh density). When starting to crank up the base size i get my dense mesh but its offsetting the obj model. Its nearly impossible to align it again.
Base size does not affect mesh resolution. The only thing I can think here is if the coordinates are really tiny that could lead to some kind of resolution issues. Try scaling up the scene in the 3D app before export and see if it helps.
You probably want to try getting it to work without using Form first. Just get the camera to sync with the frames out of 3dsmax. I bet there are tutorials on this part to be found. When that works it should be easy to get Form to sync up.
Yes, this is exactly that i do when i need to compose something rendered out from 3ds max in AE, so i syncing the camera first that it completely match in both applications. Then i, for example, greate a flat 3D plane in 3ds max, then i render it, and then i export this plane to AE as 3D-layer, and rendered image match with AE layer perfectly! That is surprising. But simple box created in center of screen, and then i export it as .obj, and it appears in a top of screen in AE, whatever i playing with Normalize / Invert Z.
I know that in Cinema I had to deselect the object to make it export in scene-coordinates. Otherwise I would export with object centered in a new coordinate system. Maybe Max has something similar in it's OBJ export? It could be a setting. The coordinate system has to be the same for the camera and the OBJ for it to line up automatically.
1. Turn on Flip YZ-axis in obj-exporter.
> I had to deselect the object to make it export in scene-coordinates.
> Otherwise I would export with object centered in a new coordinate system.
Interesting idea, i check, in 3ds max does not matter is the object selected or not it is always exported relative world coords. I re-imported .obj and it stays exactly same place.
The jitter in animation may be caused by rounding errors. for example if a coordinate changes from 1.00001 to 1.00002 that could be rounded away. Inspect your obj's and sanity check the coordinates. You should be able to scale up and offset the entire scene before export if needed.
Creating an abstract wave effect in After Effects will allow you to make graphics like those in the thumbnail, basically clouds of particles with that smokey / silky effect like they used in James Bond titles. This video will show you how to make this effect yourself in After Effects in two parts. Apply this technique to your titles and they should be much, much sexier.
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If your tutorial is going to require expensive 3rd party plug-ins, could you PLEASE put that in the title/description of the video so we don't waste our time? I thought this looked cool and was looking forward to making it until I found out that this plug-in was a pre-requisite.
Also, if the plug-in is available for download somewhere, include that link in the video description and at the beginning of the video as well. That should go without saying. I couldn't even understand what you were saying... at first it sounded like "Track code four" but it's actually "Trapcode form" (and it is not free).
Sad =(
Don from MotionSquared walks through the workflow for creating a galaxy animation making use of the Trapcode Form capabilities to drive the particle grid properties based on an image. Trapcode Form will allow you to take the colors of the image and transpose them onto the Form base, giving you an easy start towards making a galaxy using the right image.
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