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Out of context: Reply #45

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  • feel1

    to CyBrainX about his tracer problem:

    So, I've just looked into your scene and figured out the problem
    Great scene by the way!

    So the problem is, when you keyframe the object that the cloner clones into, the tracer object gets crazy and doesn't reset.

    Also, you're keyframing the tracer "enabled", that also fails to reset it traced splines.

    If you remove the keyframe from the enabled in tracer (leave it enabled), and remove the keyframe in the cloner object (leaving only the earth 2 sphere as the cloner object link) you get rid of the problem

    So the work around for this, is to have another cloner for the spinning clones on earth 1 sphere, and then keyframe the visibility for both cloner and the tracer of earth 2 sphere

    That way, the tracer object gets to be reseted when you rewind your timeline.

    I know it is kinda weird the way it works, but I think that the tracer gets confused when you change the object the cloner clones into, that happens because I believe the instances change, so the tracer don't have the info it needs to reset and get rid of the previously generated splines.

    So, just keyframe visibility of copies of the same thing, instead of trying to make it work by changing the linked objects

    Hope it helps!

    • i love this scene btw, great use of the shader effector to kill the clones you don't wantfeel
    • Thanks a lot. That does make sense because that frame where I switch the earths is when it breaks consistently.CyBrainX
    • I will get back to it but I have some more concerns about the creative direction of the whole project. Pants Crapping and No Fun This Weekend Time.CyBrainX
    • Stoked you guys could collab here and find a solution.nthkl
    • I've been getting help here for about 15 years.CyBrainX

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