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    • regularly updated list of offers on cgpress  https://cgpress.org/archives/black-friday-cyber-monday-2018-cg-sales-2.html  
    • I always use render queue and it works prefect... even on crashes it continues. what i miss here? :D  
    • Hah!  A true sign I have been away from the Café for well over two months because I normally post this topic every year!  So I thank you.   Pixel Labs:  30% Off all products with the exception of the just release Material Nodes packs.  Ends 11/26. NoneCG: 40% off between 11/19 to 11/25 Kitbash 3D ---  They say they will be having a sale on Black Friday but have yet to provide any of the details. Turbosquid --- "Up to" 40% off on select models (so the rigged hands that someone referenced in another post for $249 now goes for $174.30).  A full list of the C4D models on sale can be found here.   That's all I got.    I hope to stick around....but work has me now travelling a lot.   Dave
    • Hi noseman. Thanks for your answer! Well, in my project file, I use the spline lengths as information for my motors. Its true that within my IK rig, I'm not generating any data that is useable for my motors. Its just the constrained splines that calculate the length and that is the information communicated with my micro controller.   But I understand that IK doesnt make much sense in this context. I will probably try to implement FK mechanisms that appear to be more flexible. Maybe it does help, I don't know. :(
    • Another idea: Use a volume effector to hide intersecting cloned objects using its Visibility parameter. I will have to try this and it may solve my problem without having to create a scaled-down version of the "e".   
    • You know you have an interesting project when The Noseman comments!
    • Thanks - I always forget about the V key!   And XS tab looks perfect! 

      just as an aside... insydium has a work around for plugins for free...   https://insydium.ltd/products/bridge/   r12 to r20 bridge... work work with some plugins...  Interesting idea - they've not tried all obviously but it's free!   
    • The logic of Team Render is to assign blocks of frames to each computer, so that if one computer messes up, all the bad frames are in a single block. Obviously, it reassigns frames if one machine finishes it's block before the others, which will break those up further.   If you have After Effects, you can drop the image sequence into a composition and a warning will automatically pop-up that lists out all the missing frames: 24-56, 80-192, etc. That's the fastest way to get a list of missing frames.    You can queue all the missing frames using multiple render settings (each given an output with a missing frame range), then create a series of takes, each linked to a different render setting. It takes a little setup, but then you can just click "team render all takes" and it will render all your missed frames.
    • Vizn you're an absolute star! Can't thank you enough, this looks awesome. Exactly how I wanted it.  Beer on me if you're ever in London ;))
    • The problem here is that you are using two completely different "mechanisms" to drive the two rigs. IK and FK, just calculate Rotations of Joints... NOTHING Else. In FK the rotation IS the driver, but in IK the Goal position defines the rotations. Your Robot, uses NO rotational information whatsoever. The only way I see you have parity between the two systems, is either try and replicate the Model inside Cinema 4D using some sort of Dynamics, Connectors e.t.c., OR find a correlation between parts of the Cinema 4D Rig (Joint rotations) and your controller motors. So for example: Make a pose inside C4D. Then try to manually replicate that pose using your controllers. When you're satisfied with the result, compare all the rotations on the Joints, and the Parameters of your Motors (how much did they rotate, and which ones). By doing this, you may be able to find a correlation between the two systems that's close enough for your Project. I would start by posing the tip of the nose, as it involves fewer moving parts. Nice Project. Good luck!
    • Here is my result. The changes are as follows:   Irradiance Cache: Density = 40% Smoothing = 100%   Materials: Platform: Reflectance Type = Beckman Backdrop: Reflectance Off   Compositing Tag: (backdrop & platform) Enable GI Parameters = On Stochastic Samples Ratio = 200% Record Density Ratio = 200% Enable Interpolation Grouping = On   The result is pretty smooth, although I just couldn't get rid of that very faint highlight that follows the bottom edges of the platform. It's like the specular color from the platform is being bounced, but I'm not sure. There is also a little noise in the blue possibly because of the missing roughness dirt map.   Also noticed that the material projection is set to Flat on the Sky object, which is why you're getting all those black spots in the glass. Pop the perspective view into the default camera to see what I mean. However, setting it to spherical blows out the exposure, so I left it alone.   ISO_template_vizn.c4d      
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