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Showing content with the highest reputation on 10/17/2020 in all areas

  1. Yes, it's from pySide2(QT5.x) example MAXON\R23\python37\libs\PySide2\examples\charts\donutbreakdown.py it will possible to work by installing of pyside2 module, by pip(c4dpy) or manually
    1 point
  2. Yep that was it, thanks so much, now comes the hard part trying to understand
    1 point
  3. Redownload and reimport the database,There should be a "PushApart(M)" assets. If still doesn't work,I can't help it
    1 point
  4. Add a project in tzlib (fake_softbody_form.c4d) Array have a lot of tricks that hard to explain. check my projects to learn; Multidimensional arrays and loops are very heavy in neutron and should be used as little as possible(current version);
    1 point
  5. yeah, a ribbon rig per say where the deformed mesh drives joints and that then again another mesh isn't possible in c4d... that said, if you are just after bendy limbs, you can do that with spline ik. so you can create everything seen in that video in c4d, too, but in another way, and with certain limitations regarding the twist. you could even do that wave movement with some xpresso or python driving the joints.
    1 point
  6. Don't know the nature of your scene, but could you progressively disable some of the objects and re-assemble/composite in post. Obviously you'd have to think through shadows, reflections and occlusions. So you would render each time with your final camera angle and full dimensions.
    1 point
  7. Did you tried close your project after you start rendering to picture viewer? You could safe some memory this way and maybe it should be enough...
    1 point
  8. When you grow hair (set guides) from vertex map, you need also to tell hair object to generate hair from this guides. If you leave option Auto in Hair tab, hair will cover whole object. If needed more dense hair, you could use cloning option or adding guides... Roots set "As Guides" in both hair objects.
    1 point
  9. @anuser Did you seriously just register to post that? That's some dedication, respect! Well, I like icons. That's not the only thing I criticized though. It consistently has a sh** bootup time on all our machines, as it does on my home machine. It's not the computers. Because it's convenient, and convenience never hurts. Only makes your life easier. Again, same result on every machine. Everybody complains about it, not only in the office. I don't know what that does for you, but for me it ope
    1 point
  10. At first glance I see three different techniques in the provided examples. 1. Tracing points on the Skeleton: That's pretty straight forward. Just place the objects to trace in the hierarchy and trace them using a tracer. I've attached an example that uses a Matrix as the points to trace (trace_skeleton.c4d) 2. Attaching dynamic splines to the skeleton: The more floppy examples seem to be using dynamic splines that are attached to the skeleton. The easiest way to achieve this is via Hair. Add a piece of geometry for your hair guide roots, set hair roots to "
    1 point
  11. So, I've done a camera calibration for a room and added in some elements & everything looks great. But when I take it into After Effects through either Cineware or .aec it's completely off. After much faffing around I think I've narrowed the issue down to the Film Offset in the camera. Can anyone explain what the hell this is for, and how to counteract it in AE?! It's driving me screaming mental. I think there is a solution here... https://forums.cgsociety.org/t/camera-offset-not-included-in-aec-file/1441688
    0 points
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