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Showing content with the highest reputation since 07/02/2020 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. 4 points
    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
  3. 3 points
    And this one is pretty good as well:
  4. 3 points
    You can't. While polys and points exist as object data, edges are just the connection between two adjacent points on a polygon. Without polygon information, there is no edge. You can create a linear spline from the edge, of course. But that's not the same as an edge collection.
  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
    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
    This tutorial shows how you can do a dome with hexagonal segments.:
  9. 2 points
    My friend that is a horribly optimised scene, of the type that would grind the even the most capable and valiant systems to zero frame rate without some serious consideration paid in that department.... Just opening the file has ground my system to a halt and essentially off-lined it for 30 mins while it tried to catch up. It doesn't crash, and does get there eventually, but will continue to struggle until you fix the scene. Unfortunately I have a whole day of client work ahead of me, so don't have time to thoroughly advise or have my system offline any more (!) so I will give you these 3 general tips until I can get back later and give you specifics, if someone else doesn't beat me to it.... 1. Set scene Level of Detail to Low. 2. Set any cloners you can to use multi instances or render instances. And / or turn cloner numbers right down until final render. 3. Turn dynamics off altogether all the time you are not specifically working on that aspect of the scene. CBR
  10. 2 points
  11. 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.
  12. 1 point
    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
  13. 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.
  14. 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.
  15. 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
  16. 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.
  17. 1 point
  18. 1 point
    >>> bd = doc.GetActiveBaseDraw() >>> print bd <c4d.BaseDraw object called 'Perspective' with ID 110305 at 0x0000025EA376C6B0> >>> print bd.GetSafeFrame() {'cr': 1566, 'ct': 0, 'cb': 845, 'cl': 61} >>> print bd.GetFrame() {'cr': 1626, 'ct': 0, 'cb': 845, 'cl': 0} >>> seems to work for me, but this is R21. I don't actually get your issue, what are you trying to do and why do you need a BaseDraw in the command line...? What script did you run? didn't what in Gui console? Your text seems incomplete...
  19. 1 point
    Great solution, thanks Cerbera.
  20. 1 point
    Hello! If you want to start in C4D, use this link for FREE 3d Class https://skl.sh/3d3v0c3 https://skl.sh/3d3v0c3 " Geometric Shapes in Cinema4D: Create you own 3D World" Is perfect if you are not a Designer but you can do great composition. Use the link and watch the class completely free and get acces to all the course of Skillshare for 2months. Here watch one lesson! Instagram: https://www.instagram.com/evelingsalazar_/ In this class, we'll cover: ✯ Main tools of the C4D Interface. ✯ Find your Style ✯ References, style, and shapes. ✯ Patterns ✯ Creation of the stage: from geometric shapes. ✯ Composition: design principles: shapes, hierarchy, scale, rotation, direction. ✯ Modelling Shapes. ✯ Lights: Light and Physical Sky. ✯ Background. ✯ Materials: Linear patterns •Metal material • Gradient material • Base color material • Glass material. ✯ HDRI. ✯ Camera settings. ✯ Physical render configuration . ✯ Post-work in Adobe Photoshop. ✯ Final Thoughs Link of free class: https://skl.sh/3d3v0c3 ☺ Thanks for reed! If you have any suggestion or comments, let me know! ☺ Instagram
  21. 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
  22. 1 point
    Yes, cogwheel has a lot of "too dependent" parameters while flower not enough, so this is why I use simple star. Just set number of peaks, set aproximately inner/outer radius, convert to editable and change type of spline from linear to B-spline...
  23. 1 point
    examples from help (if it´s tell you something, especially last example to play with)
  24. 1 point
  25. 1 point
    You bought a dollar bill object? Isn't that... A rectangular plane?
  26. 1 point
  27. 1 point
    You could use dropbox and post link here and screenshot simply drag into your post...Have to enough informations is always better ... With fields comes new falloff system into c4d there are few differencies with using fields falloffs and weighting. More info about it in help about joint falloff.
  28. 1 point
    hello everyone! I am Lester Neil from Dubai, been a member since 2015 when I started using C4D. My usage has been on and off since my main job focus more on shooting & editing. Cinema 4D has been always the "icing on the cupcake". I want to thank everyone in group, this is my foremost resource page if I run into challenges. Now, I will post my first question on the forum page. Thank you again and stay safe everyone!
  29. 1 point
    Gosh this looks like a nightmare If you want to save yourself some work, you might want to look into the QuadRemesher plugin, it is really great at keeping shapes and making low poly quads out of geometry - but for that you should have split parts (not one single giant mesh) in the best case, I don't know if this is true for your model, if not you could manually split parts with the "select connected" command (U-W) Also you might want to try out a workflow tip by Chris Schmidt for polygon reduction, it is on his first C4D tips talk, I think it's even the first thing he talks about (It's the one shown in the thumbnail) https://greyscalegorilla.com/tutorials/50-min-of-tips-tricks-in-cinema-4d/ It works especially well with technical parts
  30. 1 point
    Pure magic! Thanks for all these
  31. 1 point
  32. 1 point
    Thank you!! You from the forum are always so helpful
  33. 1 point
    No, they are separate objects, so one can't know what the other is doing. There is no way that I am aware of that is quicker than just drawing it in with the live selection tool in top view... However, this is not the way to do this, as you will end up horrible jagged polys because your rivers topology has nothing in common with the terrain. You need to create the latter from the former ideally so the edge flows match... CBR
  34. 1 point
    Although I definitely agree that the X-Particles presentations are often way too dramatic and putting on quite the show but still I enjoy watching their videos and I like that they are being so active as opposed to other developers, I really have the feeling that a lot is happening most of the time
  35. 1 point
    Ok, so apart from the fact that the glass appears to have no physical thickness, the polys themselves aren't the problem here, so the Phong tag almost certainly is. Select it and make sure that angle limit is on, its angle is at least 60 degrees, and that use edge breaks is turned off. If that doesn't fix it you will need to copy that object to a new scene and upload it here so we can investigate further. CBR
  36. 1 point
    Yeah, I used symmetry to make the first pair of lips as well. I just had an idea that I might try just before restarting (It's just a personal project for fun/practice, so I'm not too concerned about making everything perfect. If this was for something professional I'd certainly be starting again at this point!). The way I've rigged this is making ~12 different pose morphs for the lips for phonyms e.g. a, e, i, o, u. I've used Xpresso to rotate/move the teeth with a range mapper using the 0-100% of the poses, making them move differently for each phonym on the pose morph. I've also used the same method for the tongue as well. I might just quickly try doing the same for the invisible box - a different pose for each phonym and tie it with Xpresso to the lips. Then I think I can just parent all of them to the same null to move it round my scene. Thanks for the examples - I'll certainly be needing them after I find out in an hour my botch fix doesn't actually work
  37. 1 point
    Upload the file ? (via dropbox or similar) VERY difficult to try and gain a full understanding of your entire setup from those few words... CBR
  38. 1 point
    No no, don't think of this as attaching a box to the lips, instead you are creating an extension of the lip model that then creates a cloth-type 'bag' around the other elements in the scene. This should have been done back while you were modelling, and not after your UVing and pose morphs, which are both going to need to get done all over again because you need to change the point count on the model now... But having learned that vital lesson about the importance of forward-thinking in 3D, if you now remove the UV map, and the morphs, you can continue modelling from there to create a contiguous bag surface out the back of the lips... The key to this working is that you will use 2 materials on the single model. The bits you have now will remain that pink material, but the new polys you add that comprise the 'bag' will get a brand new material that only has a luminance channel, and is flat black so it can't be seen against a black backdrop, or reflect / respond to light in any way. Then, having done that, NOW is the time to do your UV map, and then Pose Morphs. now your black bag can adapt to every movement the lips make, and nothing new has to be 'attached' to anything... CBR
  39. 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
  40. 1 point
    Great resource here by Eric Gooch which shows all the noises at different scales as well as inverted. Deck http://www.cybergooch.com/pages/c4d/noise/c4d_noise.htm
  41. 1 point
    Thanks - It's happened too many times where I've only found out once I finish something that I went about it the hard way. Good to know that doesn't seem to be the case so far at least! Not sure if I'll go so far as to try the different maps, think that's a bit too advanced for what I want to get right now. Was just hoping to practice modelling/UVing/animating something of my own.
  42. 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
  43. 1 point

    From the album: C4D Work

  44. 1 point
    Or use the python node: import c4d import random #Welcome to the world of Python def main(): global Output1 random.seed(Input1) Output1 = random.random() * 100 Create the python node, copy&paste this code, delete Input2 and feed the User Data into Input1. Output1 will give you a random number between 0 and 100 (in this case).
  45. 1 point
    Explosia's always been completely unusable for me, running at about 5-6fps on the smallest and most basic scene I can create, so God knows how they made the scene in the demo. FWIW I'm running XP on an 18 core iMac Pro which gets pretty decent pyro performance in Houdini. exposia.mp4
  46. 1 point
    Let it be me https://www.behance.net/ambiclusion https://vimeo.com/ambiclusion https://www.instagram.com/ambiclusion
  47. 1 point
    Looping is quite hard in XPresso - need to use python. In this file I calculated the gap and positioned each text word at previous position + previous height + gap words align gap.c4d time to read up on Python lists
  48. 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.
  49. 1 point
    Er... you might wanna read that first post again CBR
  50. 1 point

    Version 1.0.0


    This is a detailed wooden house. It consists of 16,109 quads and a couple of parametric objects. There are no textures, and the object is not UV mapped. Enjoy! Cheers, contrafibbularities
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