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  2. I finally succeeded that effect, but i don't understand why the hair disappear after a few seconds of animation. Fils_low.mp4
  3. Today
  4. That looks like simple glass "tubing" to me. Inside these tubes are small emissive spheres that move along that tube.
  5. Hi, looking at your screenshot i notice you only activated the; move,scale and rotation, you didn't activate the point animation and FFD uses the points for deformation.
  6. @bezo Thanks but I can't upload the file, due to contract contraints. @Cerbera Thanks for the advice, yes I've been doig it the manual way, the untriangulate command didn't do anything useful, so I've been going through and melting points, and dissolving faces. I'll take a look at the HB Modelling and Instant Meshes though, thanks for the heads up.
  7. Hello everyone,How to make the electric current effect like the picture above?
  8. I have done it anyway - the easy way - I have to reduce the topology using polygon reduction as much as possible to make it simpler to apply the boole as attached....
  9. To be honest, for licensing queries, you should contact MAXON directly.
  10. Correct. With dynamics you'd have to reverse it in post, or by baking to keyframes and reversing those. Plain Effector makes things a lot simpler. CBR
  11. God I hate those files :) If I have time and budget I rebuild wherever I can. If not, first I try various untriangulation angles, which occasionally score you quads on the first hit, but more often than not fail spectacularly in giving you anything helpful. In those cases, I try and make huge ngons with liberal melting, then go in with the knife tool making cuts I think won't cause the surfaces to fail. Then there's good old reliable HB modelling bundle with its amazing retopo setup, which gets used by me again and again, quickly rebuilding shittily topo'd stuff, often by just drawing a few splines all over it. And when there's millions of polys and they're all awful, then I head over to Instant Meshes to try a brute force quad and flow replacement in one hit... So there are things to do, but even with help it can still feel like an uphill battle. I find some solace in the knowledge that I am there for the greater good, improving the standard of models and modelling in the world, one god-awful STL at a time :) CBR
  12. Enter toggles point mode - edge mode - poly mode
  13. Heard it in a tutorial. He used a shortcut. How do I switch to polygon mode?
  14. Yes thanks I know, but couldn't be done with dynamics right? I used a Plain to control the animation. Found some usefull content with the tip of Hrvoje
  15. Any animation can be run backwards. If sequence, just reverse.
  16. Yesterday
  17. Thank you so much bezo. Is there a way to keyframe the explosion backwards? So the pieces will come together.
  18. Maybe the best choice is attach scene here, because from your screens hard to say where could be problem. Maybe deformer disabled for render for example, or different settings for SDS if used, really hard to say...
  19. Use Connect object. https://www.dropbox.com/s/unk10utyzoh2k2q/CR videologo_0001.zip?dl=0
  20. Please, could you attach some simple mesh/model/object here for testing?
  21. I'm selling Cinema 4D Visualize R20 because I need Broadcast version. If someone is interested with exchange Cinema Broadcast R20 to Visualize R20 please let me know.
  22. Does anyone have any tips on getting the cleanest mesh possible when importing .STEP CAD files into C4D? They import easy enough in R20, but still require a lot of clean up work before I can add any thickness (with Cloth Object or Extrude) to the mesh.
  23. Hey guys. So my peacock's tail seems to be rendering weird. As you can see, if I render it in the viewport, the tail looks fine. It is being bent via FFD. However if I render to the picture viewer, same settings, the tail is not deformed the same. It comes out of his butt instead of tail area. Any ideas? thanks - Mike
  24. Fracture is your friend, check the attached file :) Jig_proto.zip
  25. Scene file would help a lot since we can't tell this way...anyway, here is a quick generic example where 3D pieces are formed :)
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