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Showing content with the highest reputation since 07/07/2020 in all areas

  1. 3 points

    Version 1.0.0

    7 downloads

    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too!
  2. 2 points

    Version 1.2

    4 downloads

    UVisland Outliner is a Python plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. A new option introduced in version 1.1 (available via cog wheel) provides a way to ignore the outer edges of an open-ended mesh. In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries. On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option. Original thread: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner
  3. 2 points
    Hi Everyone! Here are the final renders of my first serious project in C4D. I initially started this as an exercise in modeling, somehow it came to this. I myself am aware of some of the shortcomings in this scene, but I'd like to hear some honest peer critique. More pics in higher resolution can be found here: https://www.behance.net/gallery/99589199/F1-Race-Concept-Car-Project
  4. 2 points
    Hmmmm....both humble and very good. I hate him. Without even seeing the wire frames, just looking at the tire and tire rim and I have an appreciation for your talent. Plus the lighting is well done. The car paint could have a bit more gloss but otherwise the renders are nicely executed. Again, very good. Dave
  5. 2 points
    Everyone seems to have missed the obvious question, whats in your background? eg. is there possibly a giant sphere wrapped around your project, blotting out the sky? If you upload the c4d project we can take a look
  6. 2 points
    Dynamic cars is my fav part of C4D.
  7. 2 points
    Hi, you can make a selection object for that: select all your controls relevant for your character in the object manager (and also add keyframe selections on all animated channels for each object), then go to select> selection filter> create selection object and all your controls will be summarized under this object that will pop up in your object manager. After that you can just double click on the icon of the selection object and it will automatically select all of your rig's controls so you can easily set a keyframe. I would recommend to do this while rigging for every rig, as it is something you will most likely need for every animation, for setting the first pose at least
  8. 2 points
  9. 1 point
    maybe simpler is use Transform tab...
  10. 1 point

    Version 1.1

    2 downloads

    This script will hide polygons that have no selected points. Can be useful if you have an high polycount object which you want to edit, but there is just too many polygons to see what you're doing. Select some points you want to work on, execute the script ... and all polygons not sharing those selected points get hidden. original topic: <to be continued>
  11. 1 point
    I only noticed while trying to add support for edge and polygon selections that the original version already supported edge selections. I thus have now added polygon selections as well, added some undo support, and perform some clean up afterwards.
  12. 1 point
    @bezothank you! I will have a look at this
  13. 1 point
    Well...you folks are doing a great job. So far, from where I sit, this seems to be going smoothly. Dave
  14. 1 point
    Loaded fast on both Chrome and Edge. Overall, I am enjoying the new Edge better than Chrome right now so glad to see it working on Edge. Chrome is a little bit slower but I got tired of Google tracking everything I do across multiple apps so I loaded the Duck-Duck Go app to be spared the spam advertising on Chrome without having to log out. That may explain the speed difference in load times....not sure. Dave
  15. 1 point
    Fantastic this has been annoying me so much it should be like this in c4d by default. Thanks a lot
  16. 1 point

    Version 1.1

    3 downloads

    TINA (Texture Importer 'n' Assigner) is a Python plugin to automate importing multiple textures into appropriate material channels. The plugin was originally created to import the different texture sets created in Substance Painter, into Cinema4D's native materials before the node-based materials where introduced in R20. Plugin is compatible with R17 - R21. Hasn't been tested on S22, nor with node-based materials. original topic: https://www.c4dcafe.com/ipb/forums/topic/92673-speti-and-tina
  17. 1 point
    Here is what I ended up with. It animates nicely up close, but you really can't see the animation at any distance. I'm still trying to figure out how to get the animation to appear more noticeable from a distance.
  18. 1 point
    I found this information here on the forums. I'm playing with that and also doing several different lights with several different noise patterns and animation speeds.
  19. 1 point
  20. 1 point
    Wolfgang Rode (aka contrafibbularities) post here huge library of jigsaw puzzles in his blog if you are interested to play
  21. 1 point
    I am starting to like the changes so far. Nice work. To me it looks like the new choice of colors (fore- and background) provides for a much more readable experience. At least that's how I notice it for the dark theme. The bottom bar icons ... yeah, I am not too sure about that one. But as it is work in progress, let's wait and see. One thing I found odd was that the bottom bar has a search icon, while the top banner area has one as well, with a text input field next to it. Again, since this is work in progress, that will probably be taken care of ... just wanted to point it out. Really nice work. Thanks for spending the time to make this forum more enjoyable.
  22. 1 point
    I will definitely try that. Thank you.
  23. 1 point
  24. 1 point
    If it´s UD/xpresso based parameter, just edit UD. If it´s some standard parameter of some function of tag or so, you could create new UD and thru range mapper restrict range...
  25. 1 point

    From the album: School of Motion Cinema 4D Basecamp

    Assignment #1 - "Your favourite place" A pub!

    © @red_dave

  26. 1 point
    Ok cool, thanks. I will look at this later today if I get time and no1 beats me to it... An additional question though... What are you intending to do with the gap in the mesh removing the landing gear has left ? CBR
  27. 1 point
    Yes, as soon as you do anything to the model that changes the point count or order that's you saying goodbye to the existing UVs and needing to do them again. But UV mapping is neither difficult, or random when you know what you are doing with it But fixing a UV is not any single general technique - and it's absolutely impossible to advise you specifically what to do here do from just a partial screenshot of your model. We need to see the whole thing, and ideally you need to provide the scene file, and at the very minimum screenshots of the textures you intend to use with it, so that we know what restraints and conditions you are working with, and want you are aiming for mapping-wise - at the moment we know none of these things... CBR
  28. 1 point
    Hi everybody, My name is Fred, I'm a 37 yo editor and graphic designer from Paris. I've been working with C4D for a couple years now, but I still feel very noob with it. I'm starting to use it on a regular basis for a new project, and I hope I'll get better. For now I suppose I'll be the one asking for help, but I hope that at some point I'll be able to give back. Sorry for any english mistakes, even if I like the language very much those might happen.
  29. 1 point
    If you want light only between these planes, you could simply use cliping options with visible light...
  30. 1 point
    I'm afraid it is going to continue to drive you mad because there are no easy answers that are guaranteed to work. You are correct that you cannot expect displacement to work properly on imported CAD meshes and their shameful topology. The solutions are: 1. Use something like Quad remesher (paid) or Instant meshes (free, but less helpful) to auto retopo the model into even quads. Often doesn't work because you can't direct edge flow specifically enough. Some people try it in Z-brush too, which does have superior remeshing tools. 2. You can try throwing it all under a volume builder and remeshing that way (also often doesn't work with hard surface as it is designed for more organic forms) 3. Rebuild the model out of regular polygons ( a colossal amount of manual work) using tools like HB Modelling bundle's re-topo setup. CBR
  31. 1 point
    Hello and welcome!
  32. 1 point
    Well, it appears you have your render settings set up the right way. I see your PNG sequence shows Millions of Colors+ which is also correct. In After Effects, right-click on your clip in the Project window and go to Interpret Footage --> Main... Make sure this shows the Straight - Unmatted is selected. This is normally the default for AE. Not sure if yous got changed along the way. Try this and post back. P.S. If you render anything that has a lot of detail, transparency, etc. then select a 16 bit PNG file for better quality.
  33. 1 point
    Sure is... use a Python tag, search for the "other" object, assign parameter values from the other object to the tag's object... simple, but you will need at least a little Python knowledge. (Also, you need to look out for priorities; the source object needs to be evaluated before the tag.) Here's some simple code that connects the y position of the tag's object (a sphere, but it doesn't really matter) to another object called "Cube". Move Cube and Sphere will follow in y direction with an offset of 200 units. import c4d def main(): myCube = doc.SearchObject("Cube") mySphere = op.GetObject() if myCube == None or mySphere == None: return mySphere[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] = myCube[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] + 200.0 For the parameters, just use drag and drop of a label into the Python console. ---------- Learn more about Python for C4D scripting: https://www.patreon.com/cairyn
  34. 1 point
    IIrc you should use seperate Alpha if you want to go with PNG, or there is something you can set up in After Effects (Interpret Footage).
  35. 1 point
    CBR, Thank you for the extensive insight, exactly what I was looking for, worked like a charm.
  36. 1 point
    There is nothing wrong with snapping in Cinema, particularly later versions, and it can help with this to some degree. However, by far the best method of avoiding light leaks is to use contiguous geometry, so don't build walls out of separate objects unless you absolutely have to - instead make a whole room out of a cube (for example), where you have reversed the normals so that its inner surfaces become the 'outside' of the object so to speak and you make all the walls, the floor and the ceiling out of 1 cube (or rather I should say 1 object). That containing geo can also have thickness if you want to double insure against light leaks, but it's the contiguousness of surfaces that is the biggest factor... Here's a quick example room with 2 windows and some extruded thickness I knocked up from a single cube, that will only let light in through the windows or the missing front wall... Of course you can still build anything inside the room out of separate objects - skirting boards, windows frames, coving etc because all that remains nicely contained within your leak-proof outer shell of a building... CBR
  37. 1 point
  38. 1 point
    The classic tools are all there. The only problem there is is animation retargeting. In C4D your rigs need to have the same axis orientation to transfer motion between rigs otherwise you need manual constraining of the joints which is annoying. Maya especially shines here with HumanIK. If you want high end vfx muscle simulation you are in problems with C4D too because the cloth simulation often used for it is broken for over a decade now and they don't care. I work together with a Blender guy and I think C4D is way more advanced in character animation than blender. The NLA system is superior and the Mixamo Control Rig is great plus the best part is the character object. This is an animation of a former coworker of mine. The rigging and animation did not take longer than 2h becaus he used the char object with cmotion Integration: https://m.youtube.com/watch?v=n1K1ldfRynM
  39. 1 point
    Yes that is the case as the pivot is seen as a separation motion source from the rig so to get it to be as you mention you need the pivot to be part of the joint hierarchy hence why it only works by eliminating the pivot object by baking its result into the root joint, then as you say putting it back through the motion clip step which Is a fast process anyway. To hav what your after you need a script that bakes then gets put back into a new clip source removing the old one. In MODO this would be easy as you can record your own macros from actions and save as a script. Dan
  40. 1 point
    Iv managed to bake pivot into the root joint of the rig. See video.
  41. 1 point
    wish the release notes and Service Pack update release notes would have alot more detail. instead of something vague like "update to calibration tag", say what the fixed,added,improved. what was the problem.. in 2-3 lines
  42. 1 point
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  45. 1 point
    Let it be me https://www.behance.net/ambiclusion https://vimeo.com/ambiclusion https://www.instagram.com/ambiclusion
  46. 1 point
  47. 1 point
  48. 1 point
    Hello It has been a while and i wanted to share my most recent creation. I call this Slums 2092- I edited the E30 BMW with custom Body kit and then added suitable environment and character
  49. 1 point

    Version 1.0.0

    21 downloads

    This Cinema 4D scene file is available under as “open source” concept. This is intended for educational use but really can be used for whatever you want. You don’t need to credit me for commercial or non-commercial use. This scene file is Cinema 4D R21 based fully rigged and editable project. Just download the scene file, open it and add your object as a child of the OrganicReveal null object. After adding as a child wait a moment to calculate. If nothing happens just change Point Count or Seed parameter to refresh. For change one material to another just copy vertex map from the VertxMap material’s alpha channel and paste to your material’s alpha channel.
  50. 1 point
    Inspired by the request from this thread: https://www.c4dcafe.com/ipb/forums/topic/109564-selecting-uv-seams I have quickly created a plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. UVisland Outliner v11.zip



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