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  1. Today
  2. I believe this can help :) https://developers.maxon.net/docs/Cinema4DPythonSDK/html/modules/c4d.utils/index.html#c4d.utils.SendModelingCommand seealso https://developers.maxon.net/docs/Cinema4DPythonSDK/html/consts/MCOMMAND.html
  3. I will be interested to hear that too, because in my tests there was simply no setting in Symmetry that could have avoided this, yet it all works like a charm in R19... CBR
  4. Hey John I can highly recommend the People in Motion R2.0.1 Plugin for C4D (works in R20 with the Insydium bridge). You can load a DAZ character via FBX import and select the DAZ rig (as well as other rig formats). It supports up to Genesis 3, for Genesis 8 you have to perform minor rotation corrections in order to be in T-Pose, but I export Gen8 characters with a T-Pose from DAZ, so that works as well. All morphs are included (for example facial morphs), if you included them in the FBX export (you can create a template in DAZ for exporting the required morphs). The People in Motion plugin can automatically create IK objects, offers a walk cycle generator, various poses and basic crowd functionality (stairs, escalators, chairs etc.). Textures need to be corrected a little (adding bump / normal maps, change some transparencies etc). In order to get the missing maps from the FBX export I use the DAZ Alembic exporter which collects all the maps used in DAZ Studio. I created some python code for myself to automate this and had it in mind to maybe publish a plugin one day but it would require some more development. However if the 3dtoAll plugin will have this functionality I will get it instead. Cheers
  5. Alright Cosmic Twin ;-) I agree, great tutorial, but I would have been soooooooooo stuck without Cerbera's help. Can you tell me what you spotted as I'm pretty sure all my settings were the same as the instructors, and there was no way this feature was going to work for me, in my version of C4D, without Cerbera's workaround? Thanks
  6. pilF

    AI and Animation

    Any animators out there fearing for their job yet. I mean the idea and interpretation of an animation is still key but ai is filling up the valley of human competence a bit faster then i expected ( image by Hans Moravec - see also Life 3.0 by Max Tegmark). I just found this: Few-shot adversarial learning of realistic neural talking head models. Add 9 shots of a head in different poses to a (trained) neural network and it generates a talking head in 3d space. https://youtu.be/p1b5aiTrGzY
  7. Dear square father, thank you for your generous gifts. Much appreciated. Philip
  8. Reposting here a previous post by contrafibbularities There's a free script called "AngleSelect" by Geespot you may find useful: http://forums.cgsociety.org/showpost.php?p=3963058&postcount=17 You need to be registered at CGTalk to download it.
  9. Yesterday
  10. The question came up in another forum about how to create Proc3Durale type 3d meshes and here is an example file of one way to use various 3D noises at various scales to create any such mesh required. I am getting more excited about X-particles on a daily basis! xpSkinner Modeling 7.c4d
  11. So, what I would like to be able to do, is drag a spline into the top field, then be able to have a python script that would reference that spline and allow me to "move up sequence" using the float control. I know that I can access the "move up and down spline sequence" controls from the Mesh>Spline drop down menu, but I want to be able to control this with Xpresso which would allow me to always come back to the "exact" sequence based on the number in the float control. I can do the Xpresso, but I have no skill with Python. I was able t find this: "c4d.CallCommand(12563) # Move Up Sequence", but have no idea how to utilize it the way I want to or make use of it with the Python node. Any help would be appreciated! Thanks!
  12. This looks great! I made one a few years ago that isn't nearly as fun. I hope you rig and animate it!
  13. Thank you for the feedback I have taken it on board and made some adjustments I found 2 Tri's in the model that slipped through the net I think they have all gone now. Thanks, Charlie
  14. I'd love to switch and move away from Adobe. AE's development really hasn't progressed much since they moved to slavescriptions. Alas, fifteen years of experience and tons of purchased scripts/tools makes it tough to abandon.
  15. This is too damn funny. HiFly must be my cosmic twin. I was going through the exact same same tutorial yesterday and having the EXACT SAME PROBLEM. I kept wondering what modeling step I was doing wrong and then I finally rewound the video to see that the instructor had different settings with the symmetry object. Once that was changed it worked perfectly. Toby Pittman and Making it Look Great training is...awesome! Cerbera + Toby Pittman =learning heaven.
  16. Nice Job! I don't spot any Tris. Maybe a few poles, but hard not to do that. If the DoDo's personality is older or shy or afraid or ...I can see the eyes set back as they are. But take my advice with salt....I'm not serious modeler yet.
  17. Hm, I don't understand. If you apply to extruded parts you are talking about complete mesh since everything is extruded? That is simply one material for whole object..?
  18. Not a bad effort at all! looks pretty clean, i think i can see a few triangles in there though ;) one thing id adjust is how far set back the eyes are into the skull, i'd bring these out a bit more and make them not quite so flat :)
  19. This is a little DoDo character I'm working on I really don't have much experience with character modeling so he's a pretty steep learning curve for me still lots to do need to model his wings and clean up the mesh somewhat and figure a good way to add some feathers possibly with hair not decided yet I'll have to science it. I hope you like my progress so far. Cheers Charlie.
  20. @Batz There is a new video on youtube that you might like since it shows a setup quite similar to what you are after :)
  21. As soon as you change the point order, or delete or add any polygons to a mesh that has a UV map applied, you break that mapping. You will need to UV the head part again, and line up the new polys you created with wherever they appear in the UV map, then stitch them back to the neighbouring polys. CBR
  22. heyyy people , i had a character with a long hair ! and i wanted to short that hair so i cut it and then filled those holes using "bridge tool" after that my Texture has filled those holes in a wired way : it look like the whole texture have been compressed in this small polygons and i couldn't fix that !! any solution ?? im using Cinema 4D last version "R20 .059"
  23. Been thinking to make a move for some time. Held back by how much time will take me to feel comfortable in there....but the precomping and lack of sound in AE is killing me
  24. No, i didn't focus on the disc yet, i want to get the main shape right then focus on the disc..
  25. Ahh, I really appreciate you looking into this and for the work around. Amazing. Amazing. You've made my day, I can get on learning now but the upshot is that I feel as though I at least know the symmetry tool pretty well now after focussing heavily on it trying to fix this issue. Thanks again, especially for the work around. And your time. ;-)
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