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Showing content with the highest reputation on 10/16/2019 in all areas

  1. 2 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
  2. 2 points
    I'd have to agree. Although I have seen it mentioned on the cafe before (in another context) I wasn't sure it had been reported officially, so did so myself today. CBR
  3. 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...
  4. 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.
  5. 1 point
    Hi everyone, Firstly thanks to the C4D Cafe for setting up this area to let us developers talk about our plugins. I may be making a few posts here about each new plugin I am working on to allow you to discuss them in each of their own threads. I have been working on a new plugin for quad based remeshing based on the open source Quadriflow library. This is a C++ plugin directly including the library. It is currently single-threaded but will continue to work on it and add multi-threading support and also CUDA support for windows users. Here are a few gifs of the plugin in action. This is meshing a densely triangulate mesh on OSX. I am setting the resolution with the slider to tell the system approximately how many quads to create. This gif is showing how you can use it to remesh a polygonal object while sculpting on it. Just press the quadriflow button and then keep on sculpting your model. The plugin is available now for R21 for both OSX and Windows as part of the Alpha Plugins tear on Patreon https://www.patreon.com/posts/quadriflow-29928483 And it is also available for the same price $10 as part of the Alpha plugins bundle from my store https://www.plugins4d.com/quadriflow
  6. 1 point
    Just noticed than even my set up although right The motion clip system just will not allow the rig to be within a null as it takes on the nulls pivot position every time, I never normaly add the mixamo rig to a null myself. The root joint has its own pivot in which the motion clip system takes note of. Because its animating it takes into account for its movement hence a pivot object added to a clip will be placed where the root bone is. Unfortunatly if you put the rig into a null, the null has no animation on it so when adding a pivot object it looks at the root which is now the null which is now offset. You simply need to keep that rig outside any nulls, or make sure the null is part of the motion hierarchy when a clip is made, even then it may fail.
  7. 1 point
    Here is a good workflow. 1: Make model or import it. check to optimise it in case some random points are left behind. check Us, and make sure each seperate part has its own centre axis. 2: Freeze transforms. Put the pivot at the feet of the character with Z axis point backwards. In your file case all flaps where not frozen hence you cant revert them back to T pose for character. 3: Export complete character with all parts, flaps in this case included. This way everything gets weighted together, no need for constraints, although you can. 4: Selected all objects freeze it all. 5: Hold Alt with root joint selected and make a NULL, then add all meshes to it or in another NULL named "Meshes". 6: Select T posed rig make a motion clip, import flying animation without mesh add it to the Null that the Tpose rigis in and make a motion clip, delete flying animation rig after. 7: Go into Timeline remove Tpose clip and add the flying one. You have T pose clip in case you wish to go back to base Tpose again for instance if you need to fix weighting. File sent in PM. I moved the parts in rough position, but you get idea. Dan
  8. 1 point
    No. For those you'd have to merge them in, create a null at your view centre, parent that to the imported object, and then hit Reset PSR. CBR
  9. 1 point
    Yes. There is an option in Preferences to create new object at View Centre. CBR
  10. 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
  11. 1 point
    What you are describing sounds like Motion Blur. If so, that can be done in Cinema, it's but massively inefficient to do so, as it increases render times a ludicrous amount. Much better to do that in post apps like AFX. CBR
  12. 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
  13. 1 point
    Ok, try changing Irradiance Cache to QMC, and samples therein to Low. CBR
  14. 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
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