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Showing content with the highest reputation on 09/10/2018 in all areas

  1. 2 points
    Cineversity Live stream September 11th 2018 Tuesday September 11th, 1pm Eastern (10am Pacific), I'll be live online for an hour or two, to show off some Cinema 4D R20 tips and tricks, and answer user questions. Tune in on Cineversity YT channel: https://www.youtube.com/watch?v=Pr1hVkjuTJ0 Feel free to ask questions here and maybe I'll cover some of them…
  2. 1 point
    Hi Eterea, For starters, 'CallCommand' is just 'c4d.CallCommand' in Python. You can access the Script Log in c4d from Script > Script Log. An empty script log appears, which records all actions that you do in the user interface. This will get you going with all the 'CallCommand' scripts that you have. There is a simple structure that every script obeys: It starts with a number of import statements, at least one: import c4d, then your main function, in which you do everything you want (your CallCommand(...) goes here) and finally the 'if __name__ == "__main__:' block, which calls the main function if the script is executed For the more complicated ones, you may want to browse the Python SDK. Oftentimes, the python function that you're looking for has the same name as the coffee script one. But to simplify things, some variables are already available without you assigning them. Examples are: doc: the currently active document op: the currently selected object (or NONE if nothing is selected) So, in Python your second script would go like: import c4d def main(): # toggle Hypernurbs visibility bd = doc.GetActiveBaseDraw() bd[c4d.BASEDRAW_DISPLAYFILTER_HYPERNURBS] = not bd[c4d.BASEDRAW_DISPLAYFILTER_HYPERNURBS] bd.Message(c4d.MSG_CHANGE) c4d.EventAdd() if __name__=='__main__': main() Actually, there's an example in the python SDK for this function here, but the above example is even shorter. Please note that in python all CONSTANTS are preceded by "c4d." Hope this helps, Kind regards, Hermen
  3. 1 point
    This thread can be tagged as solved Thanks a ton for the fantastic help Time for me to deal with that Unreal beast now =)
  4. 1 point
    for best results render your motion vector 32bit. after import right click on your motion vector footage in AE and select "interpret footage" >> "main", then go to colour management tab and check "preserve rgb"... in a perfect world that would be it, but we're not done yet. you also need to render out an object buffer for your to be blurred objects and use that as a mask for your motion vector. precomp that and use that comp as your RSMB input. wait, no, still not done. for optimal results precomp that precomp again to be able to apply a simple matte choker to the first precomp and play with the values until you get correct looking results. so you would tell RSMB to look at the second precomp which contains the first precomp which has the choker applied and contains the masked motion vector. sorry for the convoluted workflow, but that's the only way i know of to get motion vectors to work correctly.



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