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Re: Parenting the Separate Ends of a 3D Object to Two Different Nulls?

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Steve Bentley
Re: Parenting the Separate Ends of a 3D Object to Two Different Nulls?
on Feb 28, 2019 at 6:18:26 am

What version of AE and Element are you on? More recent AE's came with C4d lite (you may not even know you have it).
A chain of links or bunch of single links making a chain should be about the same horsepower needed. Its all geometry and 12 separate links takes the same geometry/memory as one object with 12 links in it. It might even be better as singles because you could turn off self reflections and just have the chain links reflect each other (assuming a shiny chain) wheas one big model would have to self reflect to see the other links. It might also be better because in Element each of those links is just an instance of the first one so even less memory is used.

I also got to thinking that BOA might be able to do this if you have it (if not have a look at aescripts.com)

Whats the chain made of (texture wise)? I got to wondering if there were other ways of doing this. 3D stroke might do it (assuming no rust and simple coloring) as might VC's free saber plugin (assuming a chain made of light). Particular can now do 3D objects so sprites generated along a moving spline might do the trick and then you assign the link objects to the sprites.

But again you should be able to use the cloner in Element to populate a single link (cloned) along a path and all you have to animate is the path. You could also tweak the clones over time to add a bit of secondary animation. It won't be as good as a set of real links in a dynamic simulation with collision and gravity turned on in C4D but it might do the trick.



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