ExplosiaFX – X Particles 4, New Feature Sneak Peek

Copyright and with proud permission to use, upload and distribute by Insydium LTD. xpExplosiaFX will become your first stop in the creation of realistic smoke, fire and explosive simulations. Various settings provide you with unparalleled control and interaction. Adjust the voxel size to control the resolution. View different channels such as temperature, velocity and speed. You can isolate each channel, for example, switch off smoke to concentrate on fire or vice versa. Introduce the Forces tab, and add wind to your scene, make the movement erratic, and fine-tune the detail by adding curl turbulence, to produce even more realistic simulations. Select scene objects to interact with your smoke and fire; objects can be polygonal, parametric, or animated. Use the X-Particles emitter source,

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Cinema 4D Screencast Interaction Tag I

In basic use, this tag works in conjunction with the new Tweak mode to determine if objects can be moved without first being selected, and allows control over object highlighting.

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TUTORIAL How to merge animations in Cinema 4D with Retarget tag

Sorry, no audio. This method will work only if you have same bone structure and names in different animated skeletons. In my packs from Skyrim it is like that. Bone structure, names, parents/children – everything is the same. Main tip for joining animations in this way, is that we are keyframing “Source” field in Retarget tag. So if first animation lasts for 51 frames, keyframe Retarget’s “Source” field empty(0 and 51 frames), than go to 52 frame and paste second animation in it and keyframe it’s first and last frame(for example from 52 and 102 frames), than third animation source and so on. And don’t forget to shift second, third and other source animations in time line(as it is in tutorial). And of course we don’t need any geometry from source skeletons, so simply delete them, we want o

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