Jump to content
Info News:
  • C4D Cafe 2.0 COMING SOON!

All Activity

This stream auto-updates     

  1. Today
  2. Blender is very tempting but there are just a couple of things that I really can't jive with in blender. First are the text tools, certainly not as nice as c4d. Second are the curve creation tools, I just can't understand the way to draw and alter curves in blender. And some simple UI things like not being able to hit the 'delete' key to delete objects in the viewport and the outliner. In blender you need to hit 'x' in the viewport and in the outline you have to right click on an object and choose delete. Perhaps you can change the keymap somewhere for deleting objects. And for the life of me, I can't figure out how to use the array modifier properly like in this video, I think I'm just spoiled by how intuitive c4d is.
  3. You won't find one ! Obviously, there are not tutorials for every object in the world, and this is quite specific ! You'll only find tuts that show general techniques you could use to build this... I showed you the first 4 or so steps, if you're not clear on where to go after that, just ask ! But if you do want a full step-by-step tutorial for the whole object I could do it, but it would be a chargeable job I'm afraid as would take a few hours ! Do PM me if you'd like me to do that... CBR
  4. Where can you learn more about this? One of the biggest advantages to C4D is X-Particles. The latest release is just outstanding in that it does exactly what you are alluding to here: integrates everything with everything (particles, object breaking, object physics, spline dynamics, fluids, etc). I would say that should MAXON ever improve C4D's ability to handle massive object counts, then X-Particles will be giving Houdini a run for their money as a much friendlier option for doing some pretty cool VFX work (Houdini will still have the lead on absolutely outstanding jaw dropping VFX work, but it won't be as much fun to create). For me, X-Particles will be one of the toughest things to walk away from should the future force me to into MAXON's subscription policy. Dave
  5. Ok, here's how we do that in the polygon way... 1. Start with a 12 sided cylinder (no caps, slice, 180-360 degrees) 2. Tweak vertices into correct shape... 3. Loop Cut down center, delete one half, symmetry, so we only have to make 1 end cap... now extrude those 4 edges up 4. Make 2 loop cuts across them, and bridge into all quad end caps... 5. Add 8 or so loops down the length of the cutout so we get similar poly density to the caps 6. Collapse Symmetry, select border edges, extrude, then Points to Circle, add control loops and thickness with extrude. Here's the file, in case any of that is unclear... packaging tray cbr.c4d By the way, I fully agree that 1-on-1 training is by far the best way to understand something. I do actually offer that as a service if you are interested - I could show you making this entire model over skype if you had a little budget to play with... do pm me if you ever need that. CBR
  6. Yesterday
  7. Rbrito

    UV Help

    you rock!!! Thanks man! will try now!! really appreciate it
  8. Cerbera

    UV Help

    You're right, this should be quick and easy... I did (any old) frontal projection of all polys, then put my seams as below, and did an LSCM relax with Cut Selected Edges ticked to get the following result, here optimized more for contiguous mapping than it is for efficient UV space usage ! CBR
  9. Igor

    test 3

    ghjfhgjhkj
  10. Rbrito

    UV Help

    hi guys. please help.. lost a couple of hours trying to uv this simple object. Please help
  11. It doesn't help that we don't even know which version of Cinema you have - please update your profile to fix that ! CBR
  12. What you get:

     

    NO AD SENSE BANNERS - improved expirience while on Forums

    Unlimited Storage

    Unlimited Display Name Change

    Browse trough C4D Cafe as Anonymus

    Post Signatures (one link allowed)

    10MB per post.

    Unlimited Video Uploads (promotions)

    Create Blogs (10, e.g. to promote)  

    Max. Gallery Image Size: 2MB

    Animated Profile Pictures

    POST STATUS UPDATES

    Upload unlimited amount of videos

    YOU CAN UPLOAD AND CHARGE FOR YOUR FILES WITH JUST FEW CLICKS
    10% fee from every purchase

    Create unlimited amount of Blogs

    Gallery Image Size: 3MB

    and more...

     

    WE THANK YOU FOR YOUR CONTRIBUTION

    5.00 EUR

  13. Categories-wise, your problem here is the displacer, which means the correct category for it is Modelling: Deformers etc... I'll move that for you. As for the setup, there are a few things going wrong here... 1. In R19 (the furthest back version I can currently test in) the displacer isn't affecting 2 quadrants ! But the reason is the same - the values in the displacer's size attributes is not large enough, and (for various confusing technical reasons) your gradient in the displacer is in the wrong direction (needs to be U, not V). 2. That lathe is not really suitable for displacement in order to get the result you want, either in the distribution of its edges, which are very uneven, but mainly because of its particular shape, specifically the inside. If you are asking a displacer to displacer along the polygon normals, and then you feed in a form that has loads of closely packed surfaces, then that will make the closely packed parts instantly intersect each other when affected by the displacement, which is what happens here when it appears to be going wrong. The uneven edge distribution will additionally stop the displacement looking smooth as it travels across the model. 3. The normals need reversing in the lathe, which means everything the displacer was doing for you was in the reverse direction, which may have added to the general confusion ! We can sort out the distribution of edges in the lathe by setting the spline interpolation to Uniform:0, and then putting the whole setup under SDS to get our smoothing back... Then we can tick Reverse Normals in the Lathe to sort that issue out. Look how much more suitable this sort of mesh is for even deformation... But because of No. 2 above, this (the displacer) is not the setup you need. I would use Bulge and Jiggle deformers instead, as these won't make your close-packed polys intersect each other. Here's velvet-voiced C4D guru Daniel Danielsson, explaining how to set that up to get the sort of effect you are looking for... Hope that helps... CBR
  14. CAD/nurbs modelers are great for manufacturing but generally only fair for rendering and can't be rigged. Booles are fine for nurbs modeling but almost never the best way for polygonal modeling. If you insist on using them for polygonal modeling, Modo would be a better choice with meshfusion.
  15. Hello, Is there a way to export only the current LOD level to Alembic? Currently in my project it exports all levels. Viewport Alembic Test.c4d (sample of LOD export) Viewport Alembic Test.abc I see the option for exporting Selection Only, but I will need to export many LODs. Thanks,
  16. In this Cinema 4D Quick Tip we take a look at several methods of projecting Splines onto geometry. If you would like to support Digital Meat, or follow me on social media, see the below links. Website: Digitalmeat.uk Patreon: https://www.patreon.com/DigitalMeat3D Merchandise: https://redbubble.com/people/digital-meat Support: https://digitalmeat.uk/donate/ Facebook: https://www.facebook.com/digitalmeat3d/ Twitter: https://twitter.com/digitalmeat3D Google+: https://plus.google.com/+DIGITALMEA BEEF DOCTOR: https://www.youtube.com/channel/UC66f69qhgxy6YnZVMNaCtiA
  17. Thx for the help, but didn't your forget to add collisions to the file ? I only see the scene with a plain effector
  18. Watch out for which axes really get rotated if you are using the viewport rotation gadget. The gadget is oriented to the child's coordinates while the actual rotation happens in the parent system. Look at the attribute managers rotation values to verify, or have a look at the f-curves where you should see two constant lines for the unused angles. You may think you rotated only one axis (by gadget) when in truth you rotated two. -- Another issue may be if you rotate by more than 180° which can cause funny interpolations; hard to say without a scene. If you need to rotate around several axes, you may want to switch on Quaternion Rotation which uses the shortest path between two points on a (hypothetical) sphere describing the motion. However, the Quaternions come with their own set of issues.
  19. This is then probably VUE issue. Its hard to say, I doubt its on Maxon side.
  20. Hello ! I wanted to animate my charater's hand moving only the Y axis, but after playing, the bone completed the movement using the X axis too. I've only rotated the Y axis so I don't know why. Can someone help me please ?
  21. Thanks for reply Bezo Doubleclick on material tag in OM > WORKS! Thanks for your help. Cheers
  22. Been using Blender for almost a year and Cinema for 7 Years, and Blender is becoming a really impressive app, it's also a reallity that blender does not have a mograph module, but they are working on it and i most say that i like Cycles more than Cinema's Render Engine. On the other hand, there are some things in which Cinema excels . I've been using both and it's great, but if Blender grows more, probably will be my main option. If you wanna start Blender and you have any doubts, i'll be very happy to help, because i know how difficult is to start a different application (Blender) when you have your mind around another one (Cinema).
  23. You can also change the insertion point by holding a qualifier when creating a new object. ALT - as parent SHIFT - as child CTRL - as next SHIFT+CTRL - as previous But you need to have an object selected for these to take effect. Also, the qualifiers interfere with the keyboard shortcuts. If you have a shortcut to create e.g. a Null, then that shortcut needs to be defined with all these qualifiers, which again wreaks havoc on the menus where these shortcuts are shown. Problematic cross-effects are problematic. Therefore, I just select an object when I want to create another one (controlling the insertion point with qualifiers), and use icons or menus. But yes, a "bottom" option would be easy to do and nice to have.
  24. s is a list of tags, so i is a tag object, not an index. Use: i[c4d.TEXTURETAG_RESTRICTION] = "off#"
  25. Hi, yes a script would probably solve this. But I'd rather have MAXON add this functionality. Like this: An additional option named Bottom. So that when no object is selected in OM, the newly added object is added at the very bottom in OM. When an object is selected, the newly added object is added at the bottom of the selected objects sub items hierarchy. This is logical for me, and natural way for me to work. Likewise, when I write a document, and add a topic to my article, I add the new topic at the bottom of the document. -Ingvar
  26. Thanks, I’m actually thinking C4D May be better for me as a visualisation tool and buying something like Rhino.. or Fusion.. these are great for 3D modelling for what I need... there’s very few designers in my industry that use cinema to build a model.. most use it to render or use key shot..
  1. Load more activity

Latest Topics

Latest Comments

×
×
  • Create New...