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  2. Hi Going to need the file to have a look. Dan
  3. Today
  4. Hello, My rig's Weight Tags have stopped working. I have tried replacing the Skin Deformers, but that didn't work. I have verified that the weights are normalized and when I hover over the geometry, the vertices are associated with the correct joints. I have tried deleting superfluous joints from the Weight Tag, but nothing has fixed the issue. If I drag the Weight slider from 0% to 100%, the geometry goes to the correct position of the joints, but does not move with them. If I add a new weight tag and repaint weights, the Skin Deformer works. This is very undesirable though as I have finished weight painting. These Weight Tags were working previously. What has changed: my rig uses XPresso to disable the Skin Deformers and hide skinned geometry. I tried disabling the XPresso tag and even deleting all of the nodes inside it. In this image you can see the new weight tag working with the boot of the character, but the pants (which are showing weights from another tag) do not move (the other joints in the image are the FK joints from the Character Object, not the bind joints). Is this a bug or does anyone have suggestions for how to get these Weight Tags working again? Thank you. SYSTEM INFO: Cinema 4D R20.059 (Build RB272827) Windows 10 Pro (10.0.18362 Build 18362) Intel Xeon CPU E5-2680 NVIDIA Driver: 441.12 64GB RAM
  5. Yes. There are 2 methods for that, cubic and 'by angle'. Here's the first one. You can see the issue with this though - it has separated it into hundreds of tiny islands, so there are loads of seams all over the model, and their placement is uncontrollable. However that may be all you need for Substance... best thing is to try it and see. CBR
  6. Hey Cerbera, thanks for the input. Is there such thing as one-button-unwrap in cinema 4d? Let's say I want to unwrap this object *attached. How do I go about it in Cinema 4d? I mean for the life of me, UVs is just something I can't wrap (uv unwrap lol) my head around!! jeez. weirdobject.c4d
  7. @MighT Great script - thanks for the effort!
  8. In the accompanying image, how would one move the Soft Selection hotspot to be a the 'tip' of the mesh?
  9. So, "regular" as in the sense of "usual" or "typical", right?
  10. Heads up, I don't have Substance, but do know a little about how it works and what its advantages and disadvantages are. Yes, I think you do need to UV stuff. But this is not so challenging because it doesn't have to be a perfect UV map - you just don't want loads of unnecessary seams or overlapping polys. Even the former of those Substance can deal with because it is very good at hiding seams, so even Cinema's default unwraps can provide a workable result AND you can instantly convert standard projections to UVs with a single button in Cinema's UV edit. Although (again) I don't have it, I would imagine that Rizom's default unwraps are even better. CBR
  11. I've been to one and presented at the one in vienna, i liked it. I think next year it will be better, because this year many people simply didn't know about it.
  12. you can get all my character rigs as a bundle for %50 off arms and legs pack 5man milkman, 5j johns and janes etc.. https://ace5studios.com/blackfriday18/
  13. Hey guys, I'm really feeling the Substance Painter and been watching tutorials for the past couple of days. Would love if someone who has any experience with SP could answer the following: 1. In order to work in SP, as far as I understand, the model must be UV unwrapped, I don't suppose one can just shove an OBJ or FBX into it and hope it's gonna unwrap everything itself, and then make me a cup of coffee, correct? I have mentioned in one of my previous topics - I am very bad with UV unwrapping and wondering if Auto mode in RIZOM UV will be enough to then take the model to SP 2. Granted I somehow unwrapped the model and now going bonkers in SP with all the brushes, just like every girl would do. Once I'm done, how do I correctly export it to be able to use it in C4d (unwrapped texture maps)? What's the relationship like between SP and C4d? Cheers
  14. Wonderful! i SHALL TRY THESE all.
  15. I am referring there to the Symmetry Object I am usually using to build my base mesh and which gets added very early on in the modelling process. I find that can typically stay right up to the point I need to apply subdivision (after which it can be 're-symmetried' if necessary for further modelling), or to UV, rig, or sculpt - ie when modelling should be finished (see 'Order of operation' - ie finish one process before you start the next!). Also, let's not forget the HB modelling bundle, which improves things as usual, this time by providing scripts that setup symmetry in a single click, allow you to to specify an edge along which symmetry applies and that repair centreline misalignment among other things. My favourite of his tools in this area though is his 'Clip Symmetry' which combines booles, symmetry and scripting to make all sorts of symmetrical polygonal forms very very quickly, and can apply to primitives as well as poly objects... CBR
  16. If I've understood well in both cases it's a post production job, right? I hope to remember to write you the results when i will finish the editing! Thanks for the moment!!!
  17. In which manner are you using "regular symmetry" above?
  18. So, here you go as a starter. The CSV file I used for testing: test.csv My test scene: test_rename_object_from_csv.c4d The script for Script Manager: rename_objects_from_csv.py And for discussion, the script itself: # Rename Null objects based on information from a CSV file import c4d SEPARATOR = ',' NAME_INDEX_SEPARATOR = '.' def main(): filename = c4d.storage.LoadDialog(c4d.FILESELECTTYPE_ANYTHING, doc.GetDocumentPath(), c4d.FILESELECT_LOAD) if filename is None: return # Get names as array from CSV file fileCsv = None names = [] try: # Read CSV file fileCsv = open(filename.decode("utf-8"), mode='r') # TODO Currently only reading first line, only (based on forum post) names = fileCsv.readline().split(SEPARATOR) finally: if fileCsv is not None: fileCsv.close() # Rename Null objects doc.StartUndo() obj = doc.GetFirstObject() # TODO only searching top-level of object hierarchy for Nulls to rename while obj is not None: if obj.CheckType(c4d.Onull): nameParts = obj.GetName().rsplit(NAME_INDEX_SEPARATOR) if len(nameParts) > 1 and nameParts[1].isdigit() and nameParts[0] == 'Null' and \ int(nameParts[1]) >= 0 and int(nameParts[1]) < len(names): doc.AddUndo(c4d.UNDOTYPE_CHANGE, obj) obj.SetName(names[int(nameParts[1])]) obj = obj.GetNext() doc.EndUndo() c4d.EventAdd() if __name__=='__main__': main() Cheers
  19. Mimito, you still fail to say "thank you!". A master is giving you guidance, talent and time and you mimito are not happy about it. Grow up mimito!
  20. Well, then go ahead and let your ideas run free. The more detailed and accurate you describe your needs, the faster I can try to get you something.
  21. This would be a pretty cool script and could have some nice potential features. For jumpstarting ideas and getting your scene sort of pre-organized. I would definitely be interested in something like this too.
  22. Sure, this is possible and shouldn't be complicated. There's really only this one line in the CSV? And all you want is the Nulls renamed? Wouldn't it be more efficient, to build the entire hierarchy based on the CSV? Also it's always helpful to provide a scene for testing, when asking for scripts or alike. This can remove a lot of ambiguity and also spares the developer the need to setup her/his own scene (which the may already be a wrong basis and misleading). Anyway, I'll be back... Cheers
  23. Correct. If this wasn't the case the points of primitives / generators wouldn't be available for subsequent weighting, which of course the joints need to tell them which joint controls which part of the mesh. This has been the case since the inception of 3D modelling as far as I can remember. This is why order of operation is so important in 3D work. However, given that we have regular symmetry as the primary modelling helper, sculpt symmetry, weight symmetry AND tools for mirroring joints I would say we are pretty well covered in that regard, with each type of symmetry being particularly useful for each specific purpose. CBR
  24. Still working on this, but have decided I haven't got the inside of the mouth right yet, so am redoing that. Fortunately we do live in an age where even the most specific and hard-to-come-by reference shots have been uploaded somewhere or other. Thought I'd share this incredible video for example, where a white shark actually takes a 360 degree camera into its mouth for a little 'taste test' which has been most helpful in that you can pause while the camera is in its jaws and look around ! Cam-eating shark arrives at about 2 mins in. I am also doing animation and movement tests, and the character object is doing a pretty decent job so far, though it is proving quite difficult to work out where exactly the 'central pivot point should be for a) the body in its basic swim motion and b) the lower jaw and snout when it opens its mouth. CBR
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