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Showing content with the highest reputation since 07/06/2020 in all areas

  1. 4 points
    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! And the best thing ... it's available here, and it's ... wait for it ... free !!! Set New Selection.zip
  2. 3 points
    And this one is pretty good as well:
  3. 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
  4. 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
  5. 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
  6. 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
  7. 2 points
    Dynamic cars is my fav part of C4D.
  8. 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
  9. 2 points
    This tutorial shows how you can do a dome with hexagonal segments.:
  10. 2 points
  11. 1 point
  12. 1 point

    Version 1.0

    4 downloads

    I don't think this one needs much explanation, the title says it all. The script repositions selected points into a circle. original topic: https://www.c4dcafe.com/ipb/forums/topic/104197-alternative-to-points-to-circle/
  13. 1 point

    Version 1.0

    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>
  14. 1 point
    Hi everyone, Today, I'm releasing my free jigsaw puzzle library for Cinema 4D (R12 or newer). The library contains 150 different jigsaw puzzles, sorted according to their shape. All puzzles are based on photo references and 2D graphics images I found on Shutterstock, Printerest, etc. You can download the library here: Jigsaw Puzzle Library File There's a short video on the library you can watch on Vimeo: I hope you'll enjoy the jigsaw puzzles! Cheers, contrafibbularities Some examples from the library:
  15. 1 point
  16. 1 point
    Hi, you can either select all keys in your dopesheet and just drag them out to be twice as long, but the more intuitive way would probably be to make a motion clip from your skeleton/ character rig (under animate> add motion clip) and then stretch the clip in the timeline to be twice as long. This also allows you to cut your clip and only have some parts of the animation be timewarped. Or you could slowly fade into the timewarp by using the time curve within the motion clip's attributes In case you have access to Cineversity there is a Mixamo motion clip workflow tutorial there that covers exactly that Oh and another way would be to add a time track to your F-Curves and manipulate that. It basically is a curve that retimes your whole animation without having to shift keys around in time
  17. 1 point
    guide selection and restriction... https://www.dropbox.com/s/1e74f0xwlfs6ubt/HST.mp4?dl=0
  18. 1 point
    Don't know if this is a new thing but I couldn't seem to login to the Cafe today because my profile was incomplete. The field 'website url' was a particular stumbling block, since I don't have a website. After a few attempts, I found that my Vimeo homepage worked. It's not what I'd call a website - I just use it as a file source to embed videos here. Anyhow, it might help other members who get the 'profile' message.
  19. 1 point
  20. 1 point
    I'm loving the new theme @Igor! I haven't experienced a forum that allowed such control over the appearance before so this is really new to me. I've been sticking to night mode 99% of the time. The darker font is ok to view on a screen outdoors here because Ireland is cloudy most of the time The toolbar on the bottom of the screen is different. Is that something you think is customizable to choose have it on top or just one setting for that? Just sometimes when move cursor down (on Windows) it'll move down a bit too far and my taskbar will pop up. Not a complaint as it'll just mean adjusting to new experience. Just one thing I notice when click the Day Mode is some boxes stay in the default style. I'll post screenshot below of what I mean there Awesome changes though! Really looking forward to all the new features you and the cafe team are bringing
  21. 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...
  22. 1 point
    My first attempt on modeling a bicycle
  23. 1 point
    Or you could cut with knife with your puzzle spline directly into surface...
  24. 1 point
    maybe could be used profile splines as helper to restrict area of islands... offset_border.zip
  25. 1 point

    Version 1.0.0

    6 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!
  26. 1 point
    Open a single png in photoshop and see if it has transparency. If it does not, it will not work in AE.
  27. 1 point
    Cerbera has rightly reviewed the options. Quad remember was done by the same person as Zbrush's algorithm, so they will likely give the same result. Another option to consider is purchasing Moi3d. It often has the best method for covering CAD models to polygon surface objects. I think you can get a trial of that program.
  28. 1 point
    Welcome! And don't let your language skills keep you from using a forum like this. Most of the time it is not the language that keeps us from understanding but a lack of clarity in description of a problem. Whether you spell spell you box "kube", "qube" or "cube" doesn't really matter.
  29. 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
  30. 1 point
    It's quite easy - I've made quite a few scenes with detailed dynamic cars + trucks. My method for real cars is to have a proxy dynamic car made from primitives and make the real wheels children of the cylinders (same size and location), the body just has to be a cube of approx size. The real car parts just come along for the ride, just use the traffic lights for hide reveal. If you apply dynamic tags to hi poly stuff it runs very slow in the viewport, so is hard to setup. A proxy car runs fast, and you can re-use the rig. Here's a dynamic Mini with manual XPresso steering - has a switch to see the hidden proxy car. https://www.dropbox.com/s/uf22aqwe11gkzxz/redmini.zip?dl=1 The toy car follows a target on a spline, and has a null pointing at the target to get steering. Distance to target controls the motors. The speed of the target is done by addition and varies for different parts of the scene, so there's a python lookup table - loop the loop needs to go fast etc. one car.c4d the toy car crashes sometimes, but that's part of the fun. I had several attempts at baking 3 toy cars before I got a scene with no crashes. Creative Commons Mini in DropBox file from http://www.oyonale.com/accueil.php?lang=en
  31. 1 point
    Hey all! I've worked in 3D for nearly 15 years with product rendering primarily in Maya. Have switched to C4D and interested in doing more motion design work recently and love the interface. I've regularly dropped by this site to read troubleshooting posts but figured I'd finally say hi. So hi.
  32. 1 point
  33. 1 point
    @Tina Would you mind uploading a frame from your PNG sequence and/or your c4d project? Might be easier to see what is going on.
  34. 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
  35. 1 point
    There are parametric ways to make that with a formula spline. Here's what happens for example, if you take the default formula spline, extend its forward periods to the amount of points you want, and then spline wrap around a circle (you'll need a second smaller one of those as a rail) like this... Once you have the number of points set you can change the radius of the circle until the start and end points of the formula meet up... CBR
  36. 1 point
    examples from help (if it´s tell you something, especially last example to play with)
  37. 1 point
    You bought a dollar bill object? Isn't that... A rectangular plane?
  38. 1 point
  39. 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
  40. 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
  41. 1 point
    Iv managed to bake pivot into the root joint of the rig. See video.
  42. 1 point
    Yep, that's a user-error one, and a mistake people often make when trying to use Ambient Occlusion. You have forgotten to tick the box in there called 'Evaluate transparency'. CBR
  43. 1 point
  44. 1 point
    I can confirm this is the case with S22.116 and that MAXON is already aware of this one. Hopefully a fix will be a long soon. But thanks for reporting... CBR
  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
    There is no button to repeat your last stroke. But what you could do is draw a spline on the surface and use that with snapping to draw your stroke onto the surface. And I think... you might be able to double click (or right click, or something) to apply it to the line as well. I am a bit foggy on it these days, but I do think drawing/snapping to splines drawn on the surface will do what you want. But you will need to draw, undo, draw, undo until you have the look you want. Then double click a few times to apply it over and over to get the final look you are after. I also have a "Duplicate Sculpt Layer" command in my own plugins (https://www.plugins4d.com/sculptpack) which you could use to draw your strokes onto one layer, then duplicate the layer to add the same effect again. When you are done you can merge the layers together. You might also be interested in this video I made a couple of years ago, since I made it to help out users coming from zbrush If there are any features for sculpt brushes in zbrush that that you would like to have in C4D then just let me know. I really should get back into making more brushes and features for people.
  48. 1 point
  49. 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
  50. 1 point

    Version 1.0.0

    20 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.



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