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    • Looks good!  I like using the circle splines up the spine, but otherwise I use spheres or squares with a display tag that forces them to display as wireframe (so that I can see through them when they're visible, but they're still really easy to select in the viewport). But honestly, once I discovered the visual selector tag, I don't even bother making my controllers visible in the viewport. You just import a .png with a render of your character, add boxes or other clickable overlays, and link each to the appropriate controller. It's another window on my screen, but it allows me to select a controller even when not visible in the viewport.  
    • There's really only three reasons to include other software in your pipeline: 1) you work faster in that software for a specific piece of the pipeline; 2) you collaborate with others who use that software; C) that software provides something you need that C4D doesn't.  Obviously, this is going to depend entirely on your skills and experience, your work environment, and your specific needs.   Personally, I do everything in C4D. I've looked at other software, but the cost, the learning curve, and the inconvenience of transferring projects through a multi-software pipeline, is a non-starter for me.
    • That's how the take system is supposed to work; it functions as cascading overrides. If you animate an object on the main take, the object will animate the exact same in every child take. The moment that you add a keyframe to the child take, it copies any keyframes from the parent, and now that object's animation exists as an override on the child take. The original keyframes would remain on the parent take and continue to run on any other child takes that don't have an override.    Personally, I really like that you can't see keyframes from other takes. In my workflow, I only animate on the main take, and use child takes to render specific cameras or layers. Making the keyframes disappear makes it harder for me to accidentally change a keyframe on only one child take - which is a huge mess for me since each of my takes are intended to animate exactly the same!   Long story short, if you're wanting to keyframe multiple animations of the same object using takes, your only option is going to force that override (by adding a keyframe), and then maintain separate timelines for that object for each take. It would quickly get unmanageable if you were allowed to override settings on individual keyframes, or add/remove individual keyframes - but only in specific takes.
    • I linked the position between two object using Xpresso/Global position. When I move the first object, the other follows. What if I wanted to offset the position by a certain distance, lets say 6 units in the Y axis. Is this possible? This way, when I move the position of object 1 by 6 cm, object 2 moves 6 cm in the same direction + 6 cm in the Y axis.
    • Thank you for the kind response.  thanks a lot.
      That's because... Each of many objects must apply different animations. 
      There are more objects in what I really want to make than we thought.  I lacked an explanation. Sorry
    • @BigAl3D simply that, while pv render is a great plugin it doesn't have the intelligence of the normal render queue and so when the machine crashes it doesn't save the frame number that has been rendered and so you are tasked with going back into the original file modifying, saving and replacing the file in the pv render queue window.    
    • Maybe your object is a 'render instance'. If you exclude the original object, any render instance of it will also be excluded. But if you exclude only the render instance, the original is still technically included, thus the instance remains lit by the light. Same thing applies for the include function. To get around this, turn off 'render instance' and it will obey the exclude list.
    • One of the best things about the node editor is, that you can save your setups as Assets and re-use them, even make an own UI for them, as if they were normal C4D materials. Yes, you could do that stuff with Xpresso and UserData before, too but it was way more hassle than now.
      You can export those assets and re-install them, even with version numbers and update them like plugins. 
    • I didn't miss that part.  I thought that step has so many ways he could figure it out.  One would be 3d printing the shape made in c4d.  Other would be eye balling it given the shape in c4d.  The other would be a similar technique in real life by printing the 2 shapes on paper as big as you like then lining the objects up.   Another would be printing out the coordinates of the objects in c4d and making a grid using 2 pieces of paper to get 3D grid.   Just so many ways.   The projectors might not work so well because the light comes from something probably a little bigger than a point source.  This would make it smaller closer to the projector and bigger further away.  It's not ideal.  If you made it some distance from the projector the distortion would be minimal though.  I'd also recommend having each projector have a different color.  One blue and one red for instance.  That way when you are hanging the objects you would only hang them where the color is a combo of blue and red.
    • Well, that was quick... :-) Nice job! If you're happy, I'm happy too.  Recording the tutorial wasn't that much work, and I enjoy making them when I have time. Glad I could help!   Cheers, contrafibbularities
    • I see you're from Slovakia, home of the great Peter Sagan! Love the guy. Do you know him? LOL
    • - Add Connect object as parent for second Motext and hide for viewport (in my example is also Fracture, but I was experimented with effectors, not needed in this case) - Make some beautyful rose model and putinto Cloner object added into the scene.   As could be seen, Cloner is in object mode and clone roses over "surface" of Connect object. Done...   That part is where I'm lost.
    • Sorry no time to watch the video. There are couple of ways for it to be completely procedural. First is to have baked input mesh with PLA because effector time offset can work only on animated values. Second is not using clones which is not optimal because you need to use Xpresso and iterators and everything has to be real geometry, meaning no instances or clones. Third is to clone absolutely everything as shown in scene file. Another way which is probably most difficult but leaves you completely procedural is to build your own L system rig with MoSpline with geometry generation + Xpresso&Python. Not simple at all...     Knit_cloned.c4d
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