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  2. HippodasTamus: Attached is the scene file with the parent constraint. The wrist goal has been rotated -90 degrees. I have set up some Xpresso for the three forearm joints to follow the wrist, but with the parent constraint its not allowing it. Wrist axis_parent constraint.c4d
  3. In the Power Shader you will find all kinds of different options for shaders in a dropdown menu. The Power Shader is basically a single shader that contains a lot of different shaders. If you just want to load a texture use the "V-Ray AdvBitmap" at the very top. The Layer equivalent to the C4D Layer Shader is called V-Ray layered shader
  4. Today
  5. With Vray DR standalone I must use the vray Powershader the problem cannot find Info about these shaders from vray? I'm sure some of these are really useful but whitout some tutorial or information is hard to understand them...For example Where i can find one similar to Layer and with the Effect and transform?? or one with Filter. Those are really simply to use in C4D.
  6. Yes, they do, at least I'm pretty sure, I don't see anything weird. Could you maybe upload another scene file where the parent constraint is not working?
  7. When Cinema 4D recommends a new driver you should update. This only happens if a severe driver problem exists with older, installed, drivers. Game ready driver are not optimized for DCCs like Cinema 4D. If no other use takes precedence you should go for the Studio drivers.
  8. Hey guys, This is a question that is probably silly, but that is holding me back at the moment: Situation: I located a joint object (a character and his children) in a certain position / coordinate, and I had to make an animation to get a cloth to fall on the character to make the scene . Obviously, from the second quadrant onwards, the object's body returned to its original position. What I tried: copy all the coordinates of the character to a frame in front of the drop of the cloth. Didnt work. The character only appears in the first frame and in the chosen frame, in the rest it returns to the point of origin. With that, my question is: how to transform the object's coordinates in a keyframe as origin for all the other frames? (I thought about simulating the cloth falling on the object and then moving it to the desired position, but that would not work if I want to make an animation with the character, for example) Thank you for your attention!
  9. That's an odd problem. I got the same results, but I think I have found the solution. You'll need to change a few things. See the attached images.
  10. Yesterday
  11. There are quite a LOT of these technical papers on "SIGGRAPH" and "SIGGRAPH Asia" from around 2008 to 2020 talking about all kind of techniques (some of them already got implemented). I only highlighted a few recent ones.
  12. We can't say until we know what is causing them, and we can't know that until you upload your scene file ! CBR
  13. Hi everyone, I'm working on a little illustration with Sketch and Toon that uses an Infinite Light with Raytraced Hard shadows and I'm getting these shadow fragments all over the place. It's even happening on default cylinder and sphere shapes. Is there anyway to fix this? Any help is appreciated! Thanks
  14. Yeah, but does the forearm joints work? do they rotate with the wrist joint?
  15. Hm that's strange, when I do it with the parent constraint everything works fine, all controls with all rotations
  16. Vilandra, thank you for your answer. I did what you said. That's what happens this time. 1- The background looks very bright when I make the rendering. 2- I'm placing objects on the background. The objects look transparent.
  17. Interesting stuff - thanks for posting these. I'd seen some of them before, but certainly not all. I do agree with the general premise of this thread - it's an incredibly weak area for C4D. The first proiority for me would be to get the basic solvers - rigid body / soft body / cloth etc - all working well, controllably (no 'explosions' please) and fully integrated with each oher. A few years ago I was working on a job that really needed some very controlled ripping and soft body dynamics. After about two weeks of effort trying with both soft bodies and cloth we gave up and dropped the shot.
  18. Hi Why dont you just apply a different animation to the model if its already got hair attached and working fine? Bake the current animation to a motion clip, merge the second model into scene with different animation on and also make a motion clip. Delete that model and apply the motion clip to the model with the hair. I assume you have tried storing the hair position, using the root tool before you found it didnt work, generally it dont transfer too well. Assuming you have the hair on a hair cap you can stick the cap to the other model of you wana go that route by using the Surface deformer. Best workflow iv found is to make the hair on a hair cap, apply the hair cap to what model you want. You can constrain it, surface deformer or using weighting to the head bone. If you can upload the file I can have a go for you. Dan
  19. Hi, another question about hair sims in C4D. My basic question is that I have done grooming on a particular model and I want to basically copy that hair and have it attached to the same object but with different animation (and so simulation will be different). I have a .fbx of the second model where I need to add the hair. The polygons/mesh are identical only the animation is different. When I make the exact same selection on my new .fbx model and copy-paste my old hair object and put the new selection tag in the link under guides, it doesn't wanna seem to move with the mesh but stays in one place while the walk/animation goes on beside the hair and the hair being attached to a "ghost scalp" that isn't in that position anymore. Adding a new hair object to that same selection does work and moves with the head but defeats the purpose of copying the groom. Is there anyway I can get it to stick to the head? I'm linking to a video showing the same (apologist for the frantic mouse movements ) https://we.tl/t-KY4u9Knckj Thanks in advance nihonjin
  20. Okay, it seems to be working more correctly, but only for one object. How can I apply it to all isnstances? Thank you! nearest_point2.c4d
  21. I will look into this, thanks
  22. In this case it is so few points to move that you might as well just do that ! But you do need more segmentation along the length of the selected part so that it is able to match the curvature of the surface behind it - at the moment there are not enough polys in this to do so. Once that is done, just use regular selection tools to move edge loops back to the right place... the same equally applies in the other direction if you want to match vertical curvature as well... If there is some reason you can't add segments to that part (ie it must remain straight relative to itself) then you should be able to just select the last 6 points top and bottom of each end and move them back instead... Or am I misunderstanding you what you want ? Also you have Inverse normals there you need to fix (the blue ones). CBR
  23. This issue would solve so many problems I have with Xpresso. Is there a way to get any objects size like you see in the coordinates tab. I cannot get the size when it's a generator object. I currently use the "Bounding Box" node which produces vectors but only for polygonal objects. Can this be done with Python? Is there another route to implement. I haven't seen a solution online. Thank you in advance. Object > Bounding Box > VectorToReals > Result
  24. Hi, I have attached an image of what I have, what I would like to do is to wrap the selected part around the saucer, i have tried projecting but that does not work. I have tried manually moving points and it looks passable but I feel there must be a better way, can anyone help? Thank you so much.
  25. In my experience, especially with Octane, never touch the driver unless you absolutely need to for a new Octane Version or something. I have never had issues with C4D with any drivers, no matter how outdated or old they were. Could be different for S22 of course but unless you have problems, why even update / change it?
  26. I'm pretty sure the guys at MAXON already know about most of the technical papers presented at SIGGRAPH for the past decade and all the different techniques they could use to make a nice "multi-physics" solver for Cinema 4D. Lots of cool techniques (some geared toward more accurate/realistic behaviors where others are optimized for speed): - SPH (Smoothed-Particle Hydrodynamics) - (Houdini, Realflow) - FLIP (Fluid Implicit Particle) - (Houdini, Realflow, Mantaflow, Flip Fluids) - PBD (Position Based Dynamics) - (Realflow) - FEM (Finite Element Method) - (Houdini) - PIC (Particles In Cell) - MPM (Material Point Method) - (Maya "Bifröst") - CD-MPM ( Continunm Damage - Material Point Method) - (SIGGRAPH 2019) - ADMM-MPM (Alternating Direction Method of Multipliers - Material Point Method) - (SIGGRAPH 2019) - HOT-MPM (Hierarchical Optimization Time - Material Point Method) - (SIGGRAPH 2020) The list is too long to post here, so i will just put a few wild SIGGRAPH videos here ranging from (water/cloth interaction, water/hair interaction, cutting a piece of meat, baking some bread and cookies, shredding a piece of bread, lots of rubbery/elastic silliness and more...) There is so much new techniques and methods to have cool Simulation harnessing the power of Multi-threaded CPUs, Multi GPUs, AI, etc... just waiting for ppl to implement them
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