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Showing content with the highest reputation on 01/08/2020 in all areas

  1. 2 points
    Those that know have missed him while he's been away, but the good news is that the annual hiatus is over, and after a 4 month break Rocket Lasso is back later today ! For those that don't know Rocket Lasso is a 2 hour live video cast that happens on Wednesdays in which almighty C4D Overlord Chris Schmidt takes on your various VFX and Cinema problems and we all get to watch for a bit You can support him over on Patreon or via his website, and he'll be live later at 2 pm CST (8 pm GMT) over on Twitch or via his Youtube channel. So just a general heads up about that. If you haven't seen him before, the video below shows why he is excellent, and someone well worth watching if you are even vaguely into learning, pushing boundaries and generally having fun in Cinema. Here he is explaining the new Field Force Object in R21 more thoroughly than anyone else ! Happy watchings and thanks Chris for coming back for a second season ! CBR
  2. 2 points
    Excellent - you have learned an important lesson about the limitations and advantages of using splines for text. The advantage is the speed, the disadvantage is the unsuitable topology that the default caps options gives you for certain purposes subsequently. For this reason there are options you can change to improve this situation somewhat, which are 2-fold... 1. Change the interpolation of the text spline (in its attributes) to something like uniform or natural or subdivided for example to get more points along the borders. 2. In the Extrude Object Caps Options change the type there to quads / regular grid, and set the size relatively low until you have a similar polygon density to the edges. This should give you a surface hair can work with evenly. CBR
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  4. 1 point
    That looks really good. would you please also send the file? yea I was using a different version about a year ago and I was inactive till now that I felt I should get back to C4D. I will update it. Thanks much for the helps
  5. 1 point
    Oh man so simple the answer was! I forgot to even touch the speed thanks very much for your quick response. Now to go back to tweaking for another 5 hours! Fixed my profile as well thanks a lot for your help
  6. 1 point
    Oh I see you are using Delaunay caps, which means your profile version is wrong - please update that to minimise confusion. The reason your fur looks like it has gaps in it is not primarily down to the amount of hairs or the distribution of polygons in the object. You have a range of other factors contributing to this. For example look at this full and furry effect I am able to get on your letter just by changing a few things about the file... Things I changed were: 1. Added (even) more points into splines, and turned on regular grid in Extrude. 2. Swapped Fur for Hair 3. Adjusted guide length up to 3 cm. The shorter the hairs the more gaps you will have to work harder to cover. 4. Changed hair thickness to 0.1 /0.01. Now it looks like fur again. 5. Added 10% general frizz which goes a long way to covering any gaps. This, and curl and clump all help making hair be less straight and gappy. 6. Activated the Length Parameter in the hair material, and allowed 20% variation there to disrupt the previous too perfect fur outline - nothing in nature has equal length fur ! 7. Decreased render hairs to just 500,000 - that is all we need now. 8. Lost the Physical Sky, and replaced with 2 omni lights with soft shadows, which is the sort of lighting that makes hair look best. 9. Changed aliasing to best 1 x 1 / 4 x 4. CBR
  7. 1 point
    Lols. I was joking - I already got into a sh*tload of trouble flying that 5 years ago Not because I was doing it illegally, or anything (queen's foreshore rule etc) but that English Heritage are unreasonable b*****s CBR
  8. 1 point
    It's not hard, per se, but you just need to know all the steps involved in creating this from scratch, which do take a little while to learn. I placed my initial polygons by tracing the splines I had with the polygon pen, but there I was only using the splines as a visual reference, not actually creating geometry from them, if you see what I mean, so I could still control the edge flow at all times. This started very low poly - but having established my edge flow on this low poly base mesh, I was able to subdivide, and my edge flow gets preserved and translated correctly into this high poly result, something which is very much not the case if you try and subdivide a spline you've just dumped in an extrude. CBR
  9. 1 point
    That is a totally normal amount of fur hairs for that sort of object. I would have used hair rather than fur as this has many more options that help you get thicker fur results with less actual hairs, than fur provides. I generally avoid fur altogether for that reason - hair is almost always superior, even if you're trying to make fur ! CBR
  10. 1 point
    No, the contrary is true - you only need a vague approximation of even poly distribution for hair / fur to work properly in the 'Surface' distribution mode. That is why splines in extrudes will do for this and I am not advising you to model it properly. No, you'd be guessing wrong. Splines are every bit as precise as poly models, and normally even moreso, so that is not the reason that poly modelling is superior. The reason that splines are quite limited is because it is either flat-out impossible, or at best difficult and awkward to control the edge flow of an extruded spline, because the caps options were (in your version and previous) quite limited, and quite a lot of things people want to do with models (primarily animation and where subdivision surfaces are involved) require surfaces with very regulated and designed topology . Edge flow is particularly vital to character animation and sculpting for example, and it is impossible to make these sorts of meshes from splines in that way. Now they are better, but still nothing provides better topology than that which has been made by hand by people that know what they are doing. The reason people use splines might be because they don't have the time or skills to build it properly. Or they need to keep something procedural for later adjustment It takes several years to become a competent poly modeller, and a lot of people aren't prepared to put that level of time and effort into learning this essential skill. Sometimes, those sorts of people will begin selling their services to clients, and may well come unstuck when a client demands a proper model for later animation etc, and because they lack any actual modelling skills, can ONLY rely on the helpful cheats and helpers that Cinema provides - and that is a terrible situation to find yourself in hence my ongoing mission to encourage everyone to learn to poly model properly asap But that is not to say splines are universally bad or inappropriate or inferior. It is possible to use splines in lofts, lathes, and even extrudes as the basis for later polygon modelling, in which the various issues caused by using splines can be avoided, mitigated or addressed. There is no shame at all in using a series of n-side splines in a loft (no caps) to make the starting point for a human arm for example, because the topology that provides is all quads and perfectly suitable for continued poly modelling. Hope that helps - it's just scraping the surface of what can be an extremely lengthy discussion on the subject. CBR
  11. 1 point
    Why did you choose the i9-10940x over the Ryzen 9-9350x? The Ryzen is cheaper, faster and uses less energy. Also why don't go for a realy fast nvme SSD instead of the SATA one? If you use a Ryzen as base you can even get a SSD that is nearly 10x faster due to PCIe 4.
  12. 1 point
    What Everfresh said. I think you can just do it to 24. They're both set to 25, but their insertion is the problem. technically, it just needs to be above the bendy arm controller, but since that's not as easy to fix, just set it to 24
  13. 1 point
    No, don't do it with a disc - you need to have no complex poles, and square regular polygons across the whole surface for cloth to work properly, and a disc is just unsuitable for that, so better to make it by subdividing a plane. Also don't forget you will need your cloth inside a cloth surface if you are to successfully tear anything. Also gum isn't really a disc at any stage - I'd base it on an icosasphere myself, which is not only the right shape to inflate easily, but also utterly even poly distribution, despite those polys being triangles, which doesn't matter for the purposes of soft body dynamics... But I would say that cloth won't really behave like gum would in the inflation stage, so you probably need soft bodies for that bit, and single frame model swap for the bit you turn into cloth when it comes to exploding it... But the second caveat here is that when gum 'explodes' it doesn't actually explode - it just deflates at speed as soon as a small hole appears in the inflated part. For that reason I might consider using soft bodies for the whole animation, which can't rip, but can deflate as easily as they can inflate in the first place... Not sure what any of this has to do with Mograph., so this post will be getting re-titled unless we need that to solve this... CBR
  14. 1 point
    to fix the legs find the "L/R_Thigh_Bendy_targ1" null and set the priority of its constraint tag to something lower than the 25 it's set to. i set it to 15, seems to work fine. i just guessed that though, i'm not gonna pretend i understand that rig entirely. the issues with the arms when you move the spine i couldn't reproduce after setting the prio for the L/R_Forearm_Bendy_algn nulls to 30 like bret suggested. are you sure you didn't change anything else as well? btw, welcome to the wonderful world of c4d priorities, fix one, break another, what's not to love?
  15. 1 point
    How much of this working is just having good topology? >> it's good topology + good design. can I achieve such a style with just simple primitive shapes and still animate it? >> no. of course you can animate primitives, but it won't be anything like your example. when making a model for animation do I need to have the body under the clothes if it's not showing? >> no. is it better for weighting that everything be created separately and not merged together? >> doesn't really matter. will adding thickness to the shirt effect the weighting when i go to animate? >> don't add thickness to the whole shirt, just fake the thickness at the openings by extruding the edges inwards a little.
  16. 1 point
    Reading between lines only result I see... ...new particle system, resp. massive upgrade of existing particle system...
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  18. 1 point
    Dear MAXON: Please next buy Adobe and fix their products so they are all fully multi-threaded, rock-solid stable and display elegantly functional German engineering.
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