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  2. Yes and no. The following tips below will all help, but at the end of the day there are not many serious modelling projects where you don't spend the majority of your time vertex tweaking ! So the ultimate solution is to grow to love doing that But that is not to say it can't be minimized... 1. Always use Isoline editing, so you are looking at the useful base mesh rather than all the thousands of polys generated by SDS. Same applies when uploading images, so we too have an easier time seeing the edge flow. 2. Create each new part you can by splitting away sections of the existing mesh, which will of course already match its curvature. Split and occasionally Disconnect are the tools you need for that. 3. HB Modelling bundle (which you should have if you are serious about modelling) contains an awesome retopo setup that can be pressed into a secondary service and used to build new part topology directly on the surface of existing objects where you have the massive advantage of being able to re-project / align it to the surface of the source mesh at any time with a single click. 4. Simple snapping modes like Poly snap can help polys stick to the surface of others as you model. 5. Avoid Soft Selection, on the whole, which is very difficult to precisely setup so that it affects the areas you need without also breaking areas you don't want to alter. 6. Instead of Magnet Tool use the Sculpt Grab brush, but with 25-50% smoothing added in via the FX modifier button in the tool. That way your polys will 'auto-regularise' as you tweak them, which tends to lead to clean, even, non intersecting geo more than when not doing so... 7. If there are hundreds of base mesh vertices to move / align, consider doing it with an FFD instead, so you have to wrangle many less points. 8. If using poly pen for vertex tweaking, turn off auto-weld, which will stop it doing that annoying thing where it welds points unintentionally. Additionally, always work with a new mesh object, so the new part you are adding cannot be accidentally welded to the underlying mesh. 9. If you have the base mesh for an existing new part, you can project it to the surface of the underlying model using the oft-overlooked Project mesh Command. This ONLY works if the object you have doesn't have vertical depth, so is best used when you have the 'flat version' before any thickness is added. 10. The Surface Deformer has UV modes which can be useful in repositioning elements while they continue to match underlying curvature. Think that's the main ones, but doubtless there are many more that will come back to me over time Hope that's enough to be getting on with... CBR
  3. Yes, but what happens if the Python node has an output port? And this output port is changed within the loop? In this case, the nodes connected to this output would need to be evaluated for each loop step. But how would the Python node tell the rest of the XPresso circuit that this is needed, or when to perform one evaluation step?
  4. Today
  5. Thanks, hobbyist! I'll update my drivers back to the most recent and see if I can figure out the correct settings.
  6. It looks like all the bug threads have been removed that were posted before August
  7. Spline Patch seems like it will make the modelling process easier. I looked it up on YouTube. Thank you. Tsholo
  8. Actually I'm just realising that I don't know if this issue no longer appeared in R20/R21. So I can't say if my settings have reverted back to a default state.
  9. I had this exact issue in R15. I posted a solution on here but it looks like the thread has been removed. I can't find it in my post history. As 3DKiwi said, it's the nVidia control panel settings. I can't remember which ones that changed so I'll just post mine here again.
  10. Thank you for your replies. Much appreciated.
  11. I recall the solution is one of the settings in the nVidia display settings needs changing.
  12. Thanks 3DKiwi. I did find a similar complaint by searching on Google for "ghosting of cursor" site:www.c4dcafe.com, but I get an error when I click the link. I'll keep looking.
  13. Try doing a search on nVidia in the forums here. This has come up a few times over the years and solutions have been posted. Ironically my copy of R16 has started doing this. Must have been the latest nVidia driver that I installed.
  14. What you are saying is not true for me. I tried and it didnt work. This is what I did so far- 1. placed plugins in users/app data/roaming/MAXON/MAXON R21/ plugins 2. pointed to location in prefs/plugins 3. only the CV toolbox plugins were appearing 4. created plugins folder in programme files/MAXON R21 5. moved the plugins not showing to this new folder. They then appeared without telling prefs where to find them 6. Tried placing all plugins in another folder on an external drive and pointing prefs to it. None of them appeared.
  15. I have a weird Live Selection Tool problem that is related to enabling OpenGL in prefs (if disabled, problem goes away). The cursor leaves trails when selecting points/faces/edges. I've tried newest Nvidia drivers and rolling back to older ones and the problem persists. I don't have this problem on my Mac Pro with a GTX 570 card. Specs: - C4D R16 - Windows 10 Home 1903, 64-bit - AMD Ryzen 3900X, latest AMD chipset drivers and Bios - GTX 1050 Ti
  16. same issue. I have always (for many, many years) always assumed it was something i was doing wrong. Glad to see im not alone. However I cant find a fix anywhere. For testing purposes I just used Standard render with no AA (to make a fast test to compare). I rendered out 500 frames with 33% Decay and 500 frames with 100% Decay. Observed absolutely no difference. However, in the view port it definitely makes a difference. just not in the render. I cant believe more people don't notice this and comment about it. If I do manage to figure it our I will return and post about it /me sighs
  17. Yesterday
  18. Here is the file T Rex - Cmotion.c4d
  19. If anyone else on this forum has some ideas, please do share!
  20. Hi, let me know if this is the wrong channel to sell licenses on! I will happily repost elsewhere. I recently bought R21 and realize that I am content with Rhino+Blender for all my modeling, animation, rendering needs. Let me know what a fair price would be (TBH, I'm not sure what the procedure is to transfer a license, but presumably it is legal and easy).
  21. Hi wonderful team, here is my second shoe modeling attempt Baby steps but I'm so happy with it. I wanted your critique and advice on practices when it comes to tucking parts together and make it look aligned, or close together. to avoid mesh parts coming off surfaces like in attached images. my plan is to keep using the magnet tool, along side modifying points, and maybe the grab brush. was wondering if there is a more precise way or better approach. I dislike what I'm doing now because, if I'm not too careful when pushing or pulling, I end up with overlapping polygons, some times welded points that kills edge loops I spent hours making it look nice.
  22. Hi! Would it be possible to add a toggle function (with an else function?) to allow turning it back on if it's already turned off? So ideally you can toggle on and off from the same script. Any help would be really appreciated!
  23. Thanks. Do you use black in most cases?
  24. Hey Bezo. Thanks for the screen shot! I really appreciate it.
  25. kbar

    Quadriflow

    No you can't use splines to direct the flow in Quadriflow. But I was working in an integration of Instant Meshes about 3 years ago and might dig that back out and properly add it into R21. Quadriflow is actually a modification of the original Instant Field-Aligned Meshes algorithm which is used in Instant Meshes, so it may be possible to bring across similar guide based workflows, but I would have to dig into the algorithms themselves in order to do this. However this plugin was created just to check out how well Quadriflow works in C4D as it stands now, and to see what the interest is in these kind of tools. At the moment it's great for me since I now have a Dynamesh style workflow for sculpting as well as an automated pelting solution for painting. As for the eyes... haha, that wasn't planned at all. It was just a quick test using random textures and I decided to keep it in the video clip.
  26. Iteration is like a for loop import c4d #Welcome to the world of Python def main(): top = doc.SearchObject('top') my_list = top.GetChildren() for item in my_list: # do something eg name = item.GetName() print name
  27. The first part goes well beyond expressions, but is certainly interesting. The second part is an own topic but something i personally would like to see, just like an at least basic compositing node system. Both not really Xpresso features though.
  28. Cinema 4D could have a lot more procedural modelling type stuff if there were modelling nodes e.g. extrude. Even some limited stuff like a "Merge meshes" node where you hook up multiple objects to the Merge Mesh node either by wires or the node has a list function where you drag and drop objects. The Merge Mesh node then behaves like a procedural Combine function combing all of the source meshes / objects into one object. You can then apply booleans etc to the merged mesh object. And then a Boolean node where one object can be subtracted from a lot of other objects. Hooked up by XPresso rather than in the Object Manager. Maybe things have changed since I was using CInema 4D but having nodes for render settings could be useful. Maybe the new nodal shading does this?
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