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Showing content with the highest reputation since 07/05/2020 in all areas

  1. 4 points
    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too! And the best thing ... it's available here, and it's ... wait for it ... free !!! Set New Selection.zip
  2. 3 points
    And this one is pretty good as well:
  3. 3 points
    You can't. While polys and points exist as object data, edges are just the connection between two adjacent points on a polygon. Without polygon information, there is no edge. You can create a linear spline from the edge, of course. But that's not the same as an edge collection.
  4. 2 points

    Version 1.2

    2 downloads

    UVisland Outliner is a Python plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. A new option introduced in version 1.1 (available via cog wheel) provides a way to ignore the outer edges of an open-ended mesh. In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries. On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option. Original thread: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner
  5. 2 points
    Hi Everyone! Here are the final renders of my first serious project in C4D. I initially started this as an exercise in modeling, somehow it came to this. I myself am aware of some of the shortcomings in this scene, but I'd like to hear some honest peer critique. More pics in higher resolution can be found here: https://www.behance.net/gallery/99589199/F1-Race-Concept-Car-Project
  6. 2 points
    Hmmmm....both humble and very good. I hate him. Without even seeing the wire frames, just looking at the tire and tire rim and I have an appreciation for your talent. Plus the lighting is well done. The car paint could have a bit more gloss but otherwise the renders are nicely executed. Again, very good. Dave
  7. 2 points
    Everyone seems to have missed the obvious question, whats in your background? eg. is there possibly a giant sphere wrapped around your project, blotting out the sky? If you upload the c4d project we can take a look
  8. 2 points
    Dynamic cars is my fav part of C4D.
  9. 2 points
    Hi, you can make a selection object for that: select all your controls relevant for your character in the object manager (and also add keyframe selections on all animated channels for each object), then go to select> selection filter> create selection object and all your controls will be summarized under this object that will pop up in your object manager. After that you can just double click on the icon of the selection object and it will automatically select all of your rig's controls so you can easily set a keyframe. I would recommend to do this while rigging for every rig, as it is something you will most likely need for every animation, for setting the first pose at least
  10. 2 points
    This tutorial shows how you can do a dome with hexagonal segments.:
  11. 2 points
  12. 1 point

    Version 1.0

    2 downloads

    I don't think this one needs much explanation, the title says it all. The script repositions selected points into a circle. original topic: https://www.c4dcafe.com/ipb/forums/topic/104197-alternative-to-points-to-circle/
  13. 1 point
  14. 1 point
    Hi, you can either select all keys in your dopesheet and just drag them out to be twice as long, but the more intuitive way would probably be to make a motion clip from your skeleton/ character rig (under animate> add motion clip) and then stretch the clip in the timeline to be twice as long. This also allows you to cut your clip and only have some parts of the animation be timewarped. Or you could slowly fade into the timewarp by using the time curve within the motion clip's attributes In case you have access to Cineversity there is a Mixamo motion clip workflow tutorial there that covers exactly that Oh and another way would be to add a time track to your F-Curves and manipulate that. It basically is a curve that retimes your whole animation without having to shift keys around in time
  15. 1 point
    I found this information here on the forums. I'm playing with that and also doing several different lights with several different noise patterns and animation speeds.
  16. 1 point
    Got it myself just a short while ago. Now tinkering with making it look the way I want. Noise is tricky to get right.
  17. 1 point
    guide selection and restriction... https://www.dropbox.com/s/1e74f0xwlfs6ubt/HST.mp4?dl=0
  18. 1 point
    Don´t know, for me it´s harder to look thru notifications or messages since must role whole page to most bottom part. For me it was good on top of the page...
  19. 1 point
  20. 1 point
    My first attempt on modeling a bicycle
  21. 1 point
    Or you could cut with knife with your puzzle spline directly into surface...
  22. 1 point
    Ok cool, thanks. I will look at this later today if I get time and no1 beats me to it... An additional question though... What are you intending to do with the gap in the mesh removing the landing gear has left ? CBR
  23. 1 point
    Hi everybody, My name is Fred, I'm a 37 yo editor and graphic designer from Paris. I've been working with C4D for a couple years now, but I still feel very noob with it. I'm starting to use it on a regular basis for a new project, and I hope I'll get better. For now I suppose I'll be the one asking for help, but I hope that at some point I'll be able to give back. Sorry for any english mistakes, even if I like the language very much those might happen.
  24. 1 point
    Just wanted to post a few free things that I have come across in my travels 1) Free HDRI Timelapse file from Evermotion: https://hdrmaps.com/free-hdri-sky-timelapse/. A 300 frame timelapse of a rolling sky. Be warned...as with all things Evermotion, the file size is pretty big. Over 17 Gb. 2) A pretty good library of high resolution leaves with associated maps: http://www.treesdesigner.com/materials-library/ 3) Good site of Blender models (mostly sci fi...which is always a plus): https://www.blendswap.com/profile/1915/blends 4) As I also have a love for hard surface modeling techniques: https://www.youtube.com/channel/UCyowChgs-7b38q2Bi0cKXOA/videos Dave
  25. 1 point

    Version 1.0.0

    6 downloads

    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too!
  26. 1 point
    Open a single png in photoshop and see if it has transparency. If it does not, it will not work in AE.
  27. 1 point
    That's a good point Mash. There are some issues with a background object or a sky object messing up the alphas. I just noticed the Null object having objects hidden as children. At least open that up so we can see the objects.
  28. 1 point
    Cerbera has rightly reviewed the options. Quad remember was done by the same person as Zbrush's algorithm, so they will likely give the same result. Another option to consider is purchasing Moi3d. It often has the best method for covering CAD models to polygon surface objects. I think you can get a trial of that program.
  29. 1 point
    Always upload the scene file with a question like this so we don't have to try and recreate a similar setup from scratch... CBR
  30. 1 point
    Well, it appears you have your render settings set up the right way. I see your PNG sequence shows Millions of Colors+ which is also correct. In After Effects, right-click on your clip in the Project window and go to Interpret Footage --> Main... Make sure this shows the Straight - Unmatted is selected. This is normally the default for AE. Not sure if yous got changed along the way. Try this and post back. P.S. If you render anything that has a lot of detail, transparency, etc. then select a 16 bit PNG file for better quality.
  31. 1 point
    Seems like most of my errors originate somewhere between the chair and the keyboard. Very helpful, thanks for this!
  32. 1 point
    >>> bd = doc.GetActiveBaseDraw() >>> print bd <c4d.BaseDraw object called 'Perspective' with ID 110305 at 0x0000025EA376C6B0> >>> print bd.GetSafeFrame() {'cr': 1566, 'ct': 0, 'cb': 845, 'cl': 61} >>> print bd.GetFrame() {'cr': 1626, 'ct': 0, 'cb': 845, 'cl': 0} >>> seems to work for me, but this is R21. I don't actually get your issue, what are you trying to do and why do you need a BaseDraw in the command line...? What script did you run? didn't what in Gui console? Your text seems incomplete...
  33. 1 point
    No problem. Don't forget to post your results.
  34. 1 point
    There are parametric ways to make that with a formula spline. Here's what happens for example, if you take the default formula spline, extend its forward periods to the amount of points you want, and then spline wrap around a circle (you'll need a second smaller one of those as a rail) like this... Once you have the number of points set you can change the radius of the circle until the start and end points of the formula meet up... CBR
  35. 1 point
    Create caps is problem, because in every extrrusion is created cap. Let´s imagine corridor. With every extrude with create caps enabled you´ll create wall between every extrusion. Visually it´s fine until you apply bevel on edges or SDS. Objects must have single surface...(like apple has peel only over surface not "inside" volume of apple)
  36. 1 point
  37. 1 point
    You could use dropbox and post link here and screenshot simply drag into your post...Have to enough informations is always better ... With fields comes new falloff system into c4d there are few differencies with using fields falloffs and weighting. More info about it in help about joint falloff.
  38. 1 point
    Yes that is the case as the pivot is seen as a separation motion source from the rig so to get it to be as you mention you need the pivot to be part of the joint hierarchy hence why it only works by eliminating the pivot object by baking its result into the root joint, then as you say putting it back through the motion clip step which Is a fast process anyway. To hav what your after you need a script that bakes then gets put back into a new clip source removing the old one. In MODO this would be easy as you can record your own macros from actions and save as a script. Dan
  39. 1 point
    hello everyone! I am Lester Neil from Dubai, been a member since 2015 when I started using C4D. My usage has been on and off since my main job focus more on shooting & editing. Cinema 4D has been always the "icing on the cupcake". I want to thank everyone in group, this is my foremost resource page if I run into challenges. Now, I will post my first question on the forum page. Thank you again and stay safe everyone!
  40. 1 point
    Pure magic! Thanks for all these
  41. 1 point
    Iv managed to bake pivot into the root joint of the rig. See video.
  42. 1 point
    wish the release notes and Service Pack update release notes would have alot more detail. instead of something vague like "update to calibration tag", say what the fixed,added,improved. what was the problem.. in 2-3 lines
  43. 1 point
  44. 1 point
  45. 1 point
  46. 1 point
    I can confirm this is the case with S22.116 and that MAXON is already aware of this one. Hopefully a fix will be a long soon. But thanks for reporting... CBR
  47. 1 point
    Let it be me https://www.behance.net/ambiclusion https://vimeo.com/ambiclusion https://www.instagram.com/ambiclusion
  48. 1 point
    Hello It has been a while and i wanted to share my most recent creation. I call this Slums 2092- I edited the E30 BMW with custom Body kit and then added suitable environment and character
  49. 1 point
    Do you think this file from French-C4D Team? https://www.dropbox.com/s/b8lv5384mdynu7y/formulas.pdf?dl=0
  50. 1 point
    Inspired by the request from this thread: https://www.c4dcafe.com/ipb/forums/topic/109564-selecting-uv-seams I have quickly created a plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. UVisland Outliner v11.zip



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