Insydium Cycles
Insydium Cycles

jhzondervan

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Everything posted by jhzondervan

  1. hey everyone so first off this might need to go to the rigging part but im not sure! I made a rig and i got a null with some user data. the user data drives blendshapes and eye blink etc. now the thing is i want to be able to acces this user data when i select my eye controller AND my jaw controler. when i use the character object i know you have sliders for say bendy arms for exemple on the hand controller and the elbow controller. they both work. but i caqnt get this to be done on my rig and i think i need to do it trough python. i know you can copy and past user data but then the pasted data doesnt drive the things it should anymore. In short i dont want to have new user data i just want to see/acces the user data on 2 diverent objects. Any tips? :D PS I never used python in C4D have used it a little but has been 2 years so my python knowledge is basicly 0
  2. oke trying to say it in non technical terms. So i have a character with 2 controlers one of the 2 controllers has user data. when i select one controller i can see the user data en edit it (not trough weird UI stuff like locking AM cause if i import the character in a diverent scene it will all be lost) after i edited the user data i click the other controller here i want to see the user data again with the same edits i made before and i want to be able to edit here as well. as an exempel if you create a character object with a rig and you are animating it you can click the hand controller this one has user data on it to activate the stratch function on the arm for exemple. if you activate it and click the elbow controll the same user data is shown here and edited based on the things you just did on the hand control (If its not clear just open up C4D make a character obejct and you'll see what i mean)
  3. yes but if i do this i can only controll the user data in the new object with user data not in the old one or the other way around since one will be driven by the other. this is why i dont want new user data but just be able to acces user data on other objects :(
  4. Hey everyone! Me and a group of classmates are working on a student film and are now in the rendering stage. We are rendering in Vray and working in c4d, but one of our files keeps crashing C4D when we try to render it. (even if we send it to a render farm it crashes there as well). I was hoping someone with some more knowledge then me could take a look at the file. ow and here is the error log i get after the crash: [DELETED BY MODERATOR] please dont paste such large pieces of error log. attach a txt file or something in the future. And here the file: https://we.tl/DYZGoJbsSp
  5. there is no c4d area on the Vray forums. also i did post the crashlog in a spoiler tab so it wouldnt fill up the entire threat... but thanks man :)
  6. Hey guys! I have a question for you guys. Im working on a project where a character needs to morph in a diverent character WHILE being animated.. so i did make the RIg and it works! BUT... the character also needs to swap cloths in the morph.. so i made a setup where the old cloths get riped off and the new clothes apear with a transparancy. (see the file) it works prity well, but when it is riged the cloth riped parts are still effected by the rig. I dont want this. what i can do it transfer the weightmap to a vertex map and with a xpresso subtract the vertex map there the cloth has been, but this is a HUGE! pain since there are 4 characters in the rig to morph.. In short: is there a way to exclude a RIG from the vertexes that are being affacter by the cloth (driven by a vertex map)? shirt swap test_0001.rar
  7. anyone <3
  8. Hey guys! I have a question for you guys. Im working on a project where a character needs to morph in a diverent character WHILE being animated.. so i did make the RIg and it works! BUT... the character also needs to swap cloths in the morph.. so i made a setup where the old cloths get riped off and the new clothes apear with a transparancy. (see the file) it works prity well, but when it is riged the cloth riped parts are still effected by the rig. I dont want this. what i can do it transfer the weightmap to a vertex map and with a xpresso subtract the vertex map there the cloth has been, but this is a HUGE! pain since there are 4 characters in the rig to morph.. In short: is there a way to exclude a RIG from the vertexes that are being affacter by the cloth (driven by a vertex map)? shirt swap test_0001.rar
  9. anyone <3
  10. Hey everyone! I got a problem, I'm trying to RIG a scorpion with the C4D character object. I thoughed i fixed this problem before and it was because I was in R17 I went to R16 and the problem was gone. but that was back then, now i have it in both versions... so this is my problem: I've made the character object, made a Insect with all the bones i want and went to adjust to place the points on the right spots. after this I go to bind and EVERYTHING just jumps around and ^%@&#33;s up.. the bones aint on the spots i told them to be and where they go just feels 100% random.. I added the file so you guys can take a look, hope you can help! I just have no idea where to start TNX! scorpion08(cafe).c4d.zip
  11. Hallo cafe people! I have a question. I have a arm and a hand. it is riged and has some muscles in it to keep volume inside the hand. since the muscles etc were queit a lot of work i made only the left hand, and planed on mirror it to have a right hand. My plan was: throw it in a null and set scale X to -1, but this completly ^%@&#33;s up my arm.. any tips on how to mirror a rig?
  12. more info: I used the character object in C4D17 to rig this arm/hand
  13. what people told me is: turn off the rig and skin then mirror and turn them back on. it works fine! untill i activate the rig again :c
  14. Hallo everyone! This is the first time i ever post anything on a forum so I don't rly know how it works, BUT this stuff is driving me so crazy i jsut dont know where to go from here. I have always worked in maya but at this new studio i work at they use C4D. For a project we need a riged character and people adviced me to use the character object for this. the thing works awesome! but i wanted to customize it a bit with a custom face rig. basically some bones and Posemorphs, nothing fancy and it works fine. our character has a mustach and to stick this to the face i used a mesh deformer following a tutorial on digital tutors. for the guy in the tutorial it works great, but for me it lags behind my character. if i viewport render it looks fine but one i do an actual render it snaps back. i did quiet some research and found out it had to do with priorities, BUT the mesh deformer doesnt have any priority settings!!!!! to try and trouble shoot this i made a new scene, really simple. a cylinder with some bones and a box with a mesh deformer. (i attached this file) In this file the same thing happens.... the cube moves fine in the viewport but in the render it ^%@&#33;s up.. does anybody have any idea's what is causing this? thanks!! Jim bonemeshdeformer.c4d
  15. I figured it out!! in the object manager it is important to have your target object (the character or in this case the cylinder) ABOVE the object you want to deform (the mustach or cube in this case) this way it will render corectly. the reason beeing that yes c4d renders using a priority system but it also calculates from top to bottom in the object manager. thanks for the help! and hopefully this will be usefull for someone
  16. thanks it would indeed be an option! none the less i feel like there should be a way to fix it. i got the idea from here: http://www.digitaltutors.com/tutorial/784-Facial-Rigging-in-CINEMA-4D#play-18084 he does the same thing without any lagging or rendering issues what so ever.. maybe someone has an idea why this is going on
  17. that is what i thoughed, but the cube is actualy not at the right place it is lagging behind a little bit.. also this means frame 1 is always off (unless the character would start in his T pose, what he never will)... there must be a solution to this more then: just live with it :p thanks for the help though!!