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Showing content with the highest reputation since 10/15/2019 in all areas

  1. 8 points
    i've been recently experimenting a lot with cartoon sfx setups like water, fire, smoke, explosions and so on purely with mograph, fields and volumes. no particles, no plugins. most fun i've had in a while, also i'm quite impressed what can be done with just the on-board tools. just wanted so share those here too, since people seem to like them a lot on twitter, hope you'll like them as well. https://twitter.com/everfreshdesign
  2. 7 points
    We'll have some news soon on this. We've heard your feedback and are working to address it. - Rick
  3. 3 points
  4. 3 points
    Was just modelling some Gothic Arch Vaults for various tutorials and my own general amusement, and thought I should probably throw a few together and at least make some sort of vaulted corridor render out of the various bits I modelled. Hence this, which I thought was quite nice, if perhaps not quite finished - probably needs more going on or a focal point in the scene (and some better texturing) to finish it off, but posting now in case anyone has any bright ideas about what that could be... This one was... Physical Render, Adaptive / Automatic / 15% /3, 3, 2, GI IC+LM. 45 mins or so. But was playing with Stereoscopy as well, so for any of you that still have the Anaglyph 3D glasses (red / cyan) that came in the box with R14 this one's for you... Being both quite lazy and lacking time, all I really built for this scene was the geo below, which was then cloned about and put next to a wall ! All good fun though, and very enjoyable modellings. Couple of GIF tuts about that over in my GIFTIPS thread for anyone interested... CBR
  5. 3 points
    Hello; I have started a new series of C4D Python tutorials on Patreon - current ones are all public so you can look at them for free. These are meant as an ongoing series for budding programmers and interested users who want to get a grip on scripting and Python plugin development. https://www.patreon.com/cairyn The tutorials start with the very basics, from literals and expressions and variables and calculations, so there is no prior knowledge necessary. At the same time on the Cinema 4D API side, we start with linked objects and document lists to make the start as easy as possible. You never programmed before? Then you'll be right at home here (some patience assumed). You come from a different programming language? I included some hints for programmers who just want to get up to spec in Python. You have prior Python knowledge? Then you can skim over the first posts - but don't miss out on the introduction of C4D concepts. You don't want to program ever ever ever? Then you can still join us on this Patreon for the finished scripts, which will all be attached as files. Is that needed? Well, there are many useful and vast resources on the web already (I may link some for further reading). But Python courses usually don't include C4D. The C4D Python API documentation is great, but there are so many classes and methods that it gets hard to find a swift access to it. On the PluginCafé, MAXON developers will help you out on API questions - but they can't program for you, or introduce you to programming basics. And then there is YouTube, but videos are maybe not the best way to present programming lessons. So, why not try a holistic and stepwise approach? Thus, the name of the series is "Python: Spoonfed" It's embedded in my general project Patreon but you will be able to identify it by that title. https://www.patreon.com/cairyn The series will run at least until we have gone through some useful scripts - whether we continue after that depends on the interest (namely, the number of patrons). Advanced scripts and extras will be patron-only. At the moment, five posts are available with more to come. We are at the point where the C4D API starts to play a bigger role with references and tree walking, so don't hesitate, come in and join! https://www.patreon.com/cairyn
  6. 2 points
    Hi, after getting this character out of his car for the next episode shoot, i decided to rebuild and improve the original rig. This is what i have so far:
  7. 2 points
    that would be in your project settings, 4th up from the bottom on the grab below. Command D on a Mac. Or from the edit menu. Deck
  8. 2 points
    Open Source Scripts: Switch To Next/Prev Camera Hello; I'd like to point you at the the two scripts Python: Spoonfed has been working towards during the last week. They are on Patreon, but available for free. https://www.patreon.com/posts/open-source-to-31104070 The scripts cycle forward (or backward) through all available cameras (see the post for details). Yes, you probably have seen this or similar functionality already, but Python: Spoonfed gives you not just the scripts, it also gives you all the needed lessons to program such scripts by yourself, and detailed explanations as to what works why, and why the $%&§ thing crashed again. There will be more to come, so don't miss out; with 14 spoonfed lessons in, it's still time to join, and some more patrons wouldn't hurt either. https://www.patreon.com/cairyn
  9. 2 points
    Hey guys. I wanted to share for anyone that might be interested that our patreon page is now live: https://www.patreon.com/yetipictures We will be doing mostly Xparticles/TFD/Realflow/Mograph/Dynamics/Fields/Octane. Thanks a lot!
  10. 2 points
    I really wish MAXON would fix this. It's embarrassing. Extrude, lathe, loft, sweep... they were the basic, and core, tools every fledgling 3D software started off with in the 90's... 20+ years later and C4D's sweep still can't handle this most basic of situations...
  11. 1 point
    For anyone interested, this was the set-up with the tracer object. Very handy for doing cables, rope and other bendy things. cable movement update c4d cafe.c4d
  12. 1 point
    Velocity is distance over time. If you keep the time and increase the velocity you get a longer distance. If you decrease the velocity you get a shorter distance. If you want a faster movement within the same number of frames you need to shorten the distance between point A and B. If you want to slow down you need to increase the distance.
  13. 1 point
    I contaced the support and got a newer Version of R21. Now it is working. Maybe its was bacause I have a new (unsupported) Intel Ice Lake CPU. ( i7 1065G7)
  14. 1 point
    Aha! That works. Thanks for the tip. I thought there was a randomize all colors, but maybe that's from the old CDTools back in the day. Or I'm just old.
  15. 1 point
    Excellent - always nice to hear when a plan works and days get saved, and even nicer when OP thinks to mark their thread solved ! Gold standard forum-ing there my friend CBR
  16. 1 point
    Crisis averted CBR I dont know what happened, i did the change with SDS, placed one inside the other, and changed some settings here and there on their options, and now it works it was working by default on C4D R18, but this now fixes my problem, and saves my project!! Thanks!
  17. 1 point
    I just tried what I written in my reply and it works, ace now to rig this thing, with me luck!
  18. 1 point
    I kinda used this same method when modelling Cubones skull. This is amazing! It actually looks like a great white even before texturing, you've nailed the shape perfectly.
  19. 1 point
    I hate to say it, but if C4D becomes part of Adobe's Creative Cloud that is actually a better deal than what MAXON is giving us today. Creative Cloud has more software options, cheaper price, true monthly billing plus cloud storage. It is truly a sad day when you start to prefer Adobe over MAXON. What has become of this world? Dave
  20. 1 point
    That looks great! The only thing that bothers me is that the logos on the yellow material have no reflectivity / roughness difference and I think they would have that.
  21. 1 point
    NormalMap-Online is not a bad option.
  22. 1 point
    Hi If you go into project settings Ctrl + D there is a setting called View Clipping. Set it to desired setting for your project. @deck beat m to it but a mear second. Dan
  23. 1 point
    Adding background object temporary into the scene create soft blue backgound in render what could help you...
  24. 1 point
    The Add button is not to add objects joints or controllers, its to add a action to them once you drag n drop the objects into the cmotion objects list. You dont add controllers from the view port, but from the object manager. Dan
  25. 1 point
    Interesting. That should only happen if the points that got changed by Optimize were part of phong broken edges - other edges should retain their phong breaks. I don't think there can be a solution to losing the edge breaks on points that comprise them because necessarily the point count and order must change; therefore the old selection no longer applies... CBR
  26. 1 point
    I'd take the unnecessary edges out of the neck then smooth subdivide (the command, not SDS object) the whole mesh to L1 or L2. That should give you enough polys to work with to add tail feathers, and is, I'd say, the most 'correct' way to do it. If you don't want to do that, then you'll have to do it with manual step-downs, but without any picture reference, or sketches as to what you are aiming for it is hard to advise specifically. Additionally, R17 really doesn't help in that you can't cut mid way into a polygon which makes designing these sort of edge flows a not inconsiderable PITA which I'd venture is another reason why the right way is also the best option you have. But as you've asked, here is one way to step up from 2 polys to 16, from which you can hopefully see the general idea... CBR
  27. 1 point
    Yes the rotation can only be controlled by one slider. so you parent the door to a null, and use that for controlling both, and the object to control one side at the time.
  28. 1 point
    Ctrl+slide. CBR
  29. 1 point
    @AlexisB copy the XPresso null into your scene. Double click the XPresso tag to open the XPresso window. The nodes in XP are inputs on left, outputs on right. The time node gives an integer for current frame. This is plugged into a math modulo that counts up to a number (the constant) then repeats eg modulo 5 would output 0, 1, 2, 3, 4, 0, 1, 2, 3, 4, 0, 1, 2 etc < note it never reaches 5 - resets to 0 dividing the modulo output by the actual modulo number gives a linear ramp from 0 >>> 1 repeating. This drives the align to spline position 50% = 0.5, 100% = 1 etc. To connect the align node, I dragged the align tag into the window, clicked the blue square and selected position from the drop down menu to make a port. Then click and drag to make the connection. You can delete my align node and replace it with yours, but a quick shortcut is to just drag your align tag and drop it on top of the existing one. Either method is OK. Adjust the constant value to fit your animation.
  30. 1 point
    First thing, I've never have complete materials import into C4D, only basic colors. What I've found is that if you put your 3D scene file in the same directory as all your MTLs and texture files, this will give you the best chance for things to link up. It's as if the file paths are absolute instead of relative.
  31. 1 point
    Here's some XPresso to loop past 100% on a spline. xp_looper.c4d
  32. 1 point
    You will need to learn the difference between local and global coordinates as well as that all coordinates are either relative to the world axis or an object axis, but generally not relative to your view on the scene. Always keep in mind that your choice of view on the scene has no influence on the other objects positions.
  33. 1 point
    I had a go at the perpetual motion gadget on Pepper Potts desk -
  34. 1 point
    The settings in the link worked and we got it fixed, thanks again!
  35. 1 point
    I had this issue years ago. It was an incompatible driver. It was the newest at the time, but especially for Software like C4D newest doesn't mean best. If you don't have the newest try the newest, if it is the newest try an older one.
  36. 1 point
    That's an exceptionally nicely textured plane you got there CBR
  37. 1 point
    Hi, Main difference - Corona is CPU render engine, Octane (and Redshift) are GPU render engines, which means Corona will run on any hardware, Octane and Redshift requires NVidia GPU card. In terms of output quality and speed, Octane and Redshift are very fast, probably fastest GPU render engines, and it will give you fast real-time scene preview while making/building your scene, materials, lighting and other stuff. Corona is very fast for CPU render engine, and popular choice for ArchViz work. So it all depends what hardware you have, or you want to buy, with both Corona and Octane/Redshift you can make anything you want. Personally, I'm using Redshift for C4D, loving real-time scene preview while making scenes, which speeds up your workflow, and very fast final rendering. Dane
  38. 1 point
    I want to copy here MAXON's response in case anyone else is having this issue. It worked for me (with a few tweaks to these instructions). From MAXON: "Have you tried deleting your preferences? It's a great troubleshooting method in C4D and can fix a lot of random issues that may occur. Because, your C4D preferences may get corrupt over time due to anything from crashes, forced shut downs, OS updates, etc... You can delete your preferences by going to: Edit > Preferences in Cinema 4D When the preferences window pops up, click the "Open Preference Folder" button on the bottom left. Once open, quit out of Cinema 4D (this is a very important step as this process will not work if the application is running). Next, delete all the folders in the preference folder (READ BOLD PRINT BELOW BEFORE YOU DELETE). Finally, move up one level in the folder hierarchy to the MAXON folder delete all PRF files with _20_ in its name (If you are using R21 you would look for _21_, R22 _22_ and so on). Now. When you re-open Cinema 4D it will create all new preferences and hopefully get you past the issues you are experiencing." If you have plugins installed here you can leave the plugin folder. If you have custom layouts set up you can find them in in this path C:\Users\*USER NAME*\AppData\Roaming\MAXON\Cinema 4D R20_********\library\layout Make sure to save the .l4d and .prf files in this folder so you can put back once the preferences reset. If you have custom content created you can find them in in this path C:\Users\*USER NAME*\AppData\Roaming\MAXON\Cinema 4D R20_********\library\browser Like the layout just make sure to save your .lib4d files in this folder to put back once the preferences reset
  39. 1 point
    I've just made a whole load of these for my own personal project ! I did it with simple planes, bend deformers, mograph, aerodynamics, and wind forces. The stages involved are fairly simple, being something similar to the following: 1. Get leaf photos - I literally went outside with a camera and collected 8 'reference' Autumn leaves in various colours and shapes of the season. Maples look most attractive on the whole. Or if you can't be bothered to do that you can find some online. 2. Scan or photo the leaves (on a white background), separate into individual images, then remove the white BG in Photoshop etc and save out as png or any format that supports Alpha. 3. Create a plane for each leaf type in Cinema, and give it 1 segment down the spine, and perhaps 4 or 5 down its length. You don't need any thickness. Then each one of those gets a bend deformer (fix Y length) which allows you quickly set the degree of leaf curl per model. 4. You can load your image into the colour and Alpha channels of the material to get very low poly yet realistic leaves. 5. Next stage is to place those leaves under a cloner, but the mode you choose there will be defined by the initial arrangement of leaves you want in your scene. I started with a Grid Array of them off-camera, and used dynamics, gravity and wind to make them fall and flutter down past the camera. Doesn't have to be a cloner though. An emitter might work better for you if you need to generate a constant stream of them for example... 6. My Rigid Body (leaves pretty much ARE rigid bodies in this context) tag went on the Parent Cloner, but was set to apply to children / Top Level etc so it affects the leaves individually. Then it's just a question of making sure Aerodynamics and 2 Sided are turned on in the Forces section of that tag, and giving it some suitable Lift and Drag (I found you want roughly half as much drag as the Lift value). I then Added a Particle Wind Force, and added it to the list in the Rigid Body tag's Forces Tab, making sure that is set to Include and that the force type is Aerodynamic Wind. 7. Then you just need to experiment with different wind / turbulence parameters to get the type of movement you want. Everything else in your scene that the leaves might have to interact with will need a Collider Tag. I suggest you set friction very high, and bounce very low both on the leaves and the colliders. Also make sure your Dynamic Scale is set to something appropriate relating to the LEAF SIZE in Project settings / Dynamics / Advanced. No good will come of having leaves that are 3 cm long, and then having the default of 100 cm there. I set mine to 10 cm (average length of my leaf objects), which gave much better results. If you want consistently whirling leaves that don't settle much, then I'd also make a large 'container cube' with a collider tag on it so none of the leaves escape the scene area and continue to get blown about without getting blown away ! Put a display tag on that in Lines Mode so you can see what's going on inside it... CBR
  40. 1 point
    Yes. There is an option in Preferences to create new object at View Centre. CBR
  41. 1 point
    If the model is in a T pose right at the beginning after modeling, then you can use this in MD right away but thats not the way I like to work. I found its best to always rig it in Mixamo and download not just the animation of the guitar but download the T pose from mixamo too. Then using the motion clips at frame 0 use the Tpose clip. Now when you export a FBX into MD the animation will start in T pose then go into the animation so you can both make the clothes and the dynamic clothes in one session. The other way would be to import T pose Obj then after making clothes import the animation cache via a FDD file, the old way of doing it. Make sure you match the frame rate in both C4D and MD or your get lag and the clothes will be either in from of the body movement to too late. If your on version 7 or newer of MD then your have smooth mesh feature in MD, if not then your need to bake a higher res version of the animation for MD so you get a smoother collision. Dan
  42. 1 point
    Hi It could get complex depending on how much motion is happening between both hands but the first course to try is to use a Parent Constraint. When using constraints the pivot position of a object is paramount to how the Guitar will move with the body. Being that most movement is coming from the hips id try to constrain the guitar to the hips. First step is to position the guitar in the correct place on frame 1 so that its close the right hand, while also in position to left. Add the guitar to a null object. Enable the Axis tool (short cut L) Turn on snapping and choose the option Axis snap, and only have that selected. Now move the pivot axis of the null to lock to the tip of the hip joint. This sets the guitar as a child to the null, and the nulls pivot axis to where the hip is. Turn off snapping and the Axis tool. Now with the Null selected right click and go to character tags and select constants and choose parent. From the parent constraint tab select the hip as the target. Now the guitar follows along. The next step you may want to take is to get the left hand to direct the neck of the guitar. To do this try as follows. Again the pivot point is of importance so you will want the base of the guitar pivot at the position you with to be the fulcrum point such as the base as the guitar. Now add a null and position it right in the palm of the left hand. Now as before use the Axis tool and move its pivot to the wrist or forearm tip position, even a bone in the hand, this will set what part of the hand will move the neck of the guitar. Add a (Look At) constraint to the guitar and in the constrain settings in the Offset tab choose (Maintain Position) Now select the target as being the Null. Now add a Parent constraint to the Null targeting that at the wrist bone. Now when the left hand moves so does the neck of the guitar. If you need a more visual demo let me know. Below is the file. Dan Guitar_Playing.c4d
  43. 1 point
    You do not put the hair on the SDS. You put the hair on the basic polygon object. If you want to limit the hair to a polygon selection, this polygon selection needs to be on the basic polygon object too. While setting up the hair, you do not use the SDS at all. Ignore it. When Cinema is evaluating the SDS, it will automatically move the hairs according to the SDS (even if the SDS is deformed by Skin or a Displacement deformer) - that is, if the SDS is in the Catmull-Clark modes. If for some reason you absolutely need to use e.g. OpenSubdiv, you're out of luck - the hair will stay on the original polygons.
  44. 1 point
    it was a private conversation between friends, so if he would think it's bad he would have told me. there was absolutely no reason to sweet talk things. and again, i agree with the post above, if you apply a few "tricks", scenes can be handled pretty well so there's actually decent performance (not saying that i don't wish it was faster)...
  45. 1 point
    Ok, try changing Irradiance Cache to QMC, and samples therein to Low. CBR
  46. 1 point
    Hi There Unfortunately it is not. The mograph effectors do not interact directly with the object pivot/axis. This means that you can replicate that effect with geometry (exp: moving, rotating, scaling objects) but not with joints, or nulls since it's only a pivot without any kind of geometry. However, there are a few tricks. You can create a system with a cloner and add some effectors. With xpresso you can link a joint or a null directly to a clone. This action is separate for each element you wish to connect, but in the end you can control several independent objects with a cloner and effectors. Pretty neat. Another trick. You can also create some basic animations for your joints and with a morph target set in a higher place in hierarchy you can control those objects. cheers jb
  47. 1 point
    This is my recent personal project, thank you very much my good friend @chuanzhen for providing plugins and a lot of knowledge about rig rig demo About plugins: @chuanzhen e-mail:faxwang123@gmail.com Twitter:https ://twitter.com/chuanzhen187 You can download the scene file here: Toy Rig 1.0:https://drive.google.com/file/d/1ecKQ-1Ui7xdN7qLB1z9mbXvic4Gghimo/view?usp=sharing
  48. 1 point
    Hi everyone, I am working on a fluid simulation system called Jet Fluids. It is based on the open source Jet Framework by Doyub Kim. This is a very early Alpha plugin and I work on it every now and then to add new features and workflows. But it will keep changing and being updated. It is available for R20 and R21 for both OSX and Windows only for Patreon Alpha Tier subscribers: https://www.patreon.com/plugins4d This was free for about a year but I just recently moved it to the Patreon to track who really uses it and who is interested in funding it. If you use it and create anything cool, or find any bugs then just post it up here and let me know. You can also visit: https://www.plugins4d.com/jet-fluids for more information as well.
  49. 1 point
    me too. I made my decision, I did not renew MSA and won't pay subscription so I am out. edit: an ignominious ending or beginning to a once leading 3D software.
  50. 1 point
    Hello everyone! Cinema 4D instance object is cool but it lacks some major features to be awesome. One of the things i miss most it's the hability to load an object plus a proxy. This way we can instance many objects at a higher resolution with the possibility to switch to a simpler low-res version. The new feature in C4D LOD can do something like this and probably better, but it's slower to setup, so i added a few upgrades to the native instance object allowing the user to load both proxy and high res objects. But there's also a bonus: This tool also incorporates a python script that allows the user to automaticly render the high res version even when the proxy is selected. This way we can setup our scene with hundreds of instances with lowres objects and render much heavier stuff. This was inspired in the xref auto-exchange tool but this one works with scene objects. This script was refered in a later post in this forum : Thanks to everyone involved on it's creation. @ruimac @mikeBeckman Hope you enjoy it and have fun with it. Cheers Jbatista Power Instance.zip



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