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Showing content with the highest reputation on 05/21/2019 in all areas

  1. 3 points
    My beautiful wife works as a social worker at the juvenile court, and she uses the signs of safety-tool: the three houses. These three houses are a great way to talk to children about the good things in their lives, their worries and the dreams they have for the future. She made an example sketch for me, so I had a very good idea of what she wanted. I made a new sketch (below) because she really likes the old skool pencil-on-paper style. I thought it would be cool to make a 3d version of the house, so here it is!
  2. 3 points
    Hello guys! My pretty useful free ArcSplineRig XPresso preset was updated and now supports Cinema 4D R20, works faster and do not contains any python or coffee nodes! Check it out here, hope you like it! https://mikeudin.net/product-category/free/
  3. 2 points
    As well as checking for Closed Splines, you need to turn off Parallel movement in the Sweep. CBR
  4. 2 points
    This isn't going to be the proper way to model this part if you're looking for what Cerbera did, but I'm guessing the problem here is you need to check "Close Spline" in your Spline settings. Follow Cerbera's instructions and poly model these problem areas. Chop up your original spline into chunks and use Sweeps where they work, poly model where they don't work. Then combine with a Connect object or make your Sweeps editable and connect them up with the Bridge tool or Stitch and Sew.
  5. 2 points
    Ok, here's how we can make that split junction I highlighted red in the post above, and while we're at it, the circular bit above that... This is one of those situations where a boole can come in quite handy, and as long as we take the 30 seconds required to clear up after it, this is a perfectly legitimate use for one. 1. I started by making 2 sweeps, (along the lines Nate originally suggested), using carefully aligned path splines, and 8 segment n-side profiles (interpolation Linear) 2. Caps were turned on initially in both sweeps, so we have solid volumes to use with the boole we can place both sweeps within, set to Union Mode, with all option boxes ticked. 3. Now we can make the Boole editable, which, if we set our options right, will give us a single mesh when we do so. First order of the day is to weld all the coincident and near-coincident points, which I like to do manually so I choose which point they weld to. Now we can go on to adding the 3 knife cuts (Line Cut, visible only off, orthographic view) that will make this quads... A quick side note about these cuts, which you'll see are straight in my example, rather than following the flow of the intersecting branch, which would be technically more correct if those loops were to function strictly as controls. But by making them straight, we blur their functionality between control loops, and simple linear breaks, and we get a softer, arguably more pleasing result from doing so. My point is that this is a creative choice so you do what looks best for each case. 4. Back to the plot ... now we have quads, it will play nicely under an L3 subdivision surface, giving us an attractive, artefact-free divergent split (despite the 6 point poles). We can also delete the caps at this point, so we have a section suitable for joining to others via Stitch n Sew... In the rightmost image, here's some suggested topo for your remaining circular bit, made in almost exactly the same way, but from a cylinder and a (rotated 22.5 degrees) torus in my initial boole... So, with the 2 techniques above you can make each section of the spline you need then simply combine them all together to get your completed 3D model. The last step would be to stitch half-spheres onto each end, which will give the impression that the whole thing could have been a stretched capsule. Think I showed you that in a previous topic. Hope that helps CBR
  6. 1 point
    Hi folks :) As many of you already know, Cafe has a Youtube channel with large video collection of tutorials. Please post your tutorial requests into this topic, all ideas are welcome. To increase the likelihood of your proposition being accepted and turned into tutorial, try to be as precise as possible and look for subjects that would benefit wide variety of user. This of course doesn't mean you shouldn't suggest something that is based on your individual needs. Thanks!
  7. 1 point
    For the past years I have been working on this solo project during my spare time. It took me way too long, because in between i lost interest, had paid jobs, scrutinized the story, scrutinized the characters, scrutinized my lifechoices etc. But eventually i was compelled to finish this short film because i had invested too much time to just drop this project. So here, I'd like to present you: SUNDAY, a story about a lonely penguin's quest for refreshment on a hot and sunny southpole sunday.
  8. 1 point
    Thanks so much for the reply. For some reason, when I turned OFF the character rig and turned it back on....everything was back to normal. I've not idea what happened...but I'm back at it! Thanks!
  9. 1 point
    No, this is about Animation, so that's the section it goes in. I have moved it for you, and retitled the post in a way that will make it usefully searchable later. We can help a lot faster / more effectively if we have the scene file. Pls can you upload it ? CBR
  10. 1 point
    Hi and to the Cafe Would be easier if you posted a scene file, however you can always use spline tangent data for orientation. Check this example :) tangent.c4d
  11. 1 point
    I would like to see a series of best practice workflow guides on modelling small objects, with attention paid to solving ngons. I still get stuck on the simplest of flows and I never know where I should be solving things, or the best place to start modelling. It would be great to have a series of videos where you model each of the small parts of something, like a robot arm or something like that, and then since you have perfect workflow, people watching the videos will pick things up that are not the 'purpose' of the video, just little workflow tips and solutions to modelling problems. For instance this arm - I can think of a couple of ways of making the claw, but which one is best and wont have me solving ngon lines for four hours in the middle of the night? Do I Boole them out and then try and fix them? Do I start with three circle polygons and connect them? That base object, should I just intersect some different objects and hope for the best or is there a way of using SDS for this? Should I use the volume builder? I know this is above and beyond the scope of the topic, but if you dont ask you dont get! Also, the videos needn't be the high polish of the VP days, I think I would learn a lot from just a screen recording of an expert user making such objects, even with any mistakes left in. Thanks
  12. 1 point
    I am using modulo on scene time. The remainder of division is used as trigger to enable/disable MoText visibility :)
  13. 1 point
    Yeah, sorry Nate - don't mean to be contradicting you, and I certainly agree some of it could be fixed by altering Z position, but not a lot of what's going on the right hand side... If we sweep this, the yellow bits will intersect most of the way up those peaks, in a singularly unattractive way and in the red bit, that would have to be another sweep / spline entirely, as we can't split a junction like that in single spline. But I think there are probably other things to try first... For example, one ridiculously easy / fast way if you didn't need actual geo would be render it with hair. And fortunately, as is usually the case, where automated means fail, if we do need it true 3D, good old proper poly modelling can save us. Let's look at the concave peaks first. The ideal topology for those isn't obvious, but should look something like this.... Note how beautifully sharp and defined the peak is under subdivision, using a bare minimum of polys, and all of them quads. I made this in seconds using the Clip Symmetry tool from the HB modelling bundle, but it is equally feasible to make it by hand (double symmetry your friend here) if you have seen the topology you are aiming for. Ask if you're not sure how. In the next post, we'll use a similar / related technique to solve the split branch highlighted red above... CBR
  14. 1 point
    I would love to see small projects as you did with Ice cream, that was really good since it shows usage of many things. Thanks for all the work you do :)
  15. 1 point
    thanks a lot @natevplas Deformer freeze is a simple one. I am passing points from left to right mesh and then simply "freeze" the deformations at that current point in time :)
  16. 1 point
    This is with an n-Side radius of 2cm. I like to use an n-Side instead of a circle because it's so easy to control the number of subdivisions, but you can use almost any shape you like.
  17. 1 point
    I use that renamer - it's OK on R20.



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