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Showing content with the highest reputation since 02/24/2021 in all areas

  1. Apparently this has been made in 10 days. So good!
    4 points
  2. I came across some nice CAD plans for miniature models on the MEW (Model Engineering) website and started this tram project based on one of those plans. I've just finished the pantograph, see the attached images. The bogie will be next ... Cheers, Wolf3D
    3 points
  3. What makes it a bit difficult for me to implement Blender on my daily work is mostly due to 3 things: - Not so good outliner (very unintuitive way to organize scenes... objects, parents.. etc) - Lack of light-linking (having to rely 100% on composition to hide certain light to affect specific objects) and more importantly, not being able to select multiple objects (lights, bones, etc) and being able to change a specific parameter in all of them at the same time, same with keyframes. But aside from that, 24-year-old me, in front of a powerful software like that, at the beginning
    3 points
  4. 2.92 released today. https://www.blender.org/download/releases/2-92/
    3 points
  5. A beginner tutorial series to teach you how to program in C++ while developing Plugins for Cinema 4D. These tutorials will allow you to create your own C++ Plugins for Cinema 4D R21, S22, R23 and higher. No previous Cinema 4D or C++ knowledge is required to follow this course. You will be shown everything you need to start developing your own plugins.
    3 points
  6. CV Object Manager has this feature : CV-Object Manager Tools [Video Tutorial Playlist] - Cineversity Training and Tools for Cinema 4D You can attach this switch to key. CV Object Manager ON OFF.wmv
    3 points
  7. Could honestly be both. I think it'll be both actually. The sculpting tools we have are nice, but they are far behind more specialized tools and behind Blender which has gotten some insane new sculpting tools in the last years. Considering we already have MAXON Apps on phones already it wouldn't be too far fetched to integrate Forger into the ecosystem, rebranded of course.
    2 points
  8. Not much time to work on this, this morning but quick update. No longer a floating torso:D 2af01d90e3975ee65accdd7b112bf724.mp4
    2 points
  9. I like it, more interesting people to work with
    2 points
  10. maybe you could animate gradient in mask channel... https://www.dropbox.com/s/jef6rlcbg49346g/UR_mask_gradient.mp4?dl=0 scene file : animated tracks.zip
    2 points
  11. Hi. What's your end goal is a good place to start. Post some examples of your aim. Is it for still renders or animation? Its possible to get very good results in C4D alone but your skills need to be high enough to overcome the tools short cummings when compared to other dedicated software solutions. The reality is the artist will become a limit before the tools in most cases. Human, creature, or hybrid when it comes to "realistic" and believable will be set very early on in the process, way before any surfaces get added or texturing. Its in the anatomy, posture, a
    2 points
  12. Oh my god. I'm so blown away. This is so insanely helpful. Thank you a million times over. Thank you for the remarkably detailed modeling breakdown @Cerbera, this is going to change the game for me! Your leaf looks so perfect @bezo yes! I tried the "Current state of Object" last night too, and it did the trick! Thank you for all your callouts and references and for pointing out the weird stuff in the file. The project edit you included is beyond what I could have ever expected. You guys deserve an award!! I'll keep plugging a
    2 points
  13. You're welcome... I can help by showing you how to build that leaf nicely... so first step is to plan the approach and edge flow, as I have done below... In this I have marked the important points about this shape. So the white dashed line is a symmetry line, indicating we only have to build half this mesh... The orangey lines show my planned edge flow, which flows around the perimeter of the outer form, but remains regular gird style nearer the centre... Lastly, the green line shows the bend direction, and the red lines on it show a t
    2 points
  14. Thanks @dast. I won’t be making any more. Just felt that someone needed to help beginners get started since it is a lot harder now. I might still do a MacOS intro series at least, at some point. And I may do one on releasing plugins, perhaps also source control. Releasing on the Mac is a pain now also and requires many hoop to jump through. But since this was all done for free to help people there isn’t much incentive to keep going, at least not anytime soon.
    2 points
  15. One minor thing to mention is that R20 also uses the project tool, so the explanation provided by Kent in part 1 does also apply for that version. For those wondering, R19 and earlier versions don't use the project tool, but require a complete different setup. Something which is quite a laborious thing to do ... and this for every plugin. However, I can understand that to some it might seem as quite an effort to get the environment downloaded, installed, and set up ... only to write a plugin. One tip for the brave ones wanting to develop for multiple versions of Cinema4D:
    2 points
  16. This is Brian, he is fat. He is known as 'Fat Brian' he also carries a tiny umbrella
    2 points
  17. Houdini apprentice is free with limitations in rendering, no external rendering and limited to FBX export. Houdini Indie is fully functional with $100K limit on income. I use Indie and can budget for it. if I skip a couple of versions it is still same price or stop updating it reverts to Apprentice and I can still use it and all files I created under Indie. one place where SideFX really shines is there customer support. I found a bug in latest roll out, contacted support, they emailed me back that they confirmed bug and rolled out a fix along with other issues three days late
    2 points
  18. There's absolutely nothing anyone here can do to help without visually seeing your problem. Rendering an image takes somewhere between 5 milliseconds and 5 years, its is the ultimate "how long is a piece of string?" question. We need to know what is in the image, how many frames, what run time, resolution, features enabled, materials used etc to have any hope of helping. In other words, upload a scene file or show us renders and screenshots of settings used. You've got a good high end machine so the answer lays somewhere between bad settings or high expectations. Blur and grain is
    2 points
  19. More simple way could be use scaling clones based on polygon size maybe. ( if it´s what you mean to achieve...)
    2 points
  20. Shamelessly plugging my Redshift Sampling tutorial here... This should teach you everything you need to know for now.
    2 points
  21. Definitely. It is much improved in 2.8 and 2.9, but the outliner in C4D is still much more usable. I think you are talking about light groups? Base Cycles in the regular Blender doesn't offer that (yet?), but eCycles has that option. This is already possible. Hold down the ALT/OPTION key to change parameters for multiple selected objects simultaneously. Also works for animation. One thing Cinema4D has improved on in the latest 2 versions is pure raw mesh editing performance, which is ~2-3 times faster than Blender. And the subd modifier performance whi
    2 points
  22. Looks good. Actually, find myself using Blender more in more these days. Couldn't completely migrate on the current project because Blender lacks a "content browser" equivalent. It is supposed to be in 2.92 but is moved to 2.93. Looking forward to that release!
    2 points
  23. I'm sure you can slow the sim rate down in MSFS 2020 or FSX. You can just do a replay in the sim itself and that should work. I always prefered P3D to MSFS but it is a bit expensive. FRAPS is a good screen recorder as well. Also the newer Nvidia GPU cards record games. There was an add-on called flight recorder.
    2 points
  24. You can assign shortcut key to the "turn on-off" command :
    2 points
  25. Oh no the angles and stuff look great! Most product shots nowadays are CGI anyways so we're kinda used to it. Didn't even notice that. I know exactly what you mean. But I think there's two distinctions to make here: Surface / Material Detail Surface / Material Damage I think my issue with the materials is that there isn't really any surface detail visible if we ignore the metal for a second. The plastics look like you took a default material and turned up the roughness a bit. So I guess your thought that the bumps are too subtle is probably correct since I di
    2 points
  26. Spent alot of time remodelling my old characters or improving them up to my current standards lately. Here's one I've been working on this morning. Fricking love cartoon animals, probably my favourite thing to model!
    2 points
  27. I think you're mistaking Maya Indie for Maya LT. Those are two different things. Maya Indie is the same as full Maya, same full features. Only the price and license is different. As you can read in Autodesk official website: See the link: https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Does-Maya-Indie-have-the-same-features-as-Maya.html
    2 points
  28. In Customize Palettes, enable "Edit Palettes". Then double-click icons you want to delete.
    2 points
  29. @bezo beat me to it - I used user data
    1 point
  30. Are the couple in front time travellers, slightly out of phase with the quantum slipstream ? Because if they're not then that motion blur is waaaaay to much - they are walking dude, not rocket powered ! The girl in white at the back still looks 'plonked on' too I'm afraid, like her lighting is totally different - and his face - too pale in that afternoon light, and pretty sure his face should be in shadow with how far he looks under the arch. Lastly girl in blue jeans on bench is close, but not contrast-y enough. And the trash on the ground needs to be more haphazard and randomly placed - it's
    1 point
  31. I never knew you could drag to rescale manually. This solved the problem. I was always relying on the Scale function in the menu, and that thing kills keyframes. Thank you.
    1 point
  32. Have you tried a stick texture tag ? CBR
    1 point
  33. Forget the shoes get ready for the big ass back pack
    1 point
  34. Absolutely, your be given a base mesh according to what studio your in. Really the only benefit from scratch is gaining the skills in many disciplines of the process. It also helps to do one from scratch for personal projects as it keeps you skills sharp for modeling and other aspects. Its always worth starting from scratch when sculpting to learning anatomy as its repetition that takes you from using guides, rules and canons to develop a sense of what feels right, this in internalizing and leads to artistic freedom and crazy speed gains. Dan
    1 point
  35. 1 point
  36. If you see the welcome message of a plugin 3 times in a row then there definitely is something wrong with your install. Unless you have installed the plugin in 3 different folder locations. Which you shouldn't do since then the different plugin instances will clash with each other. But in your case, only having the plugin installed in one location will not work either, as the welcome message clearly states you're running an unsupported version.
    1 point
  37. Do you get a crash report on next start? If yes make sure to send it to MAXON and add a correct e-mail address so they can contact you. If you don’t get a report the crash likely happened outside of Cinema 4D. Make sure to check out the most current studio driver from Nvidia.
    1 point
  38. MOI maybe ? Though it's not quite a simple and task-specific as your example... CBR
    1 point
  39. haha yep, but your help is much appreciated anyhow. Thanks Igor!
    1 point
  40. There is no single license number anymore, licenses are connected to your MAXON account and plugins that restrict to licenses need to support this.
    1 point
  41. You can try grouping the Subdivision Surface (SDS) with a correction deformer in a null. If you create the vertex map on the correction deformer you should get the mesh resolution of the SDS. A material applied to the SDS with a vertex map shader that points at the vertex map on the correction deformer should work. This is a bit of a hack though and there might be some priority or refresh issues. Alternatively you can export the resulting animation to alembic, reimport it and make it editable to get an alembic tag streaming the point positions into a standard polygon object. On th
    1 point
  42. When you export the .fbx there is an important option 'PLA to vertex cache'. This will generate a .mc file. From memory it is a script you add to the FBX model in Unity. Then you apply the .mc file to it. It is a bit temperamental. You need a package in Unity to read .mc. There is one called Megafires which will read the .MC file in Unity. I'm not sure if R23 has improved to the existent that you can cut all this work flow out? Has anyone had any luck with PLA in Unreal engine? EDIT: However a possible problem is the varying amount of polygons.
    1 point
  43. Beast!!!! many thanks!
    1 point
  44. Yes, it´s helper tool for centering an axis to selection/objects. It´s a bit older plugin created by Lazaros.(aka "nitroman") named Magic Center. It´s one click solution for element selections, but the same functionality (bit advanced, but more clicks needed) you get with Axis Center, build-in tool in Cinema 4D, but his strength is maybe more powerfull with adjusting axis in OM hierarchies... (parent/child relationship) https://nitro4d.com/product/magic-center/
    1 point
  45. What are you using to export to gltf? It doesn't look like gltf export is supported directly in R19. Latest version I have is R19.068.
    1 point
  46. 1 point
  47. One way could be: Right Click on the icon >>>>Customize palettes Right click again >>> Create new palette After that, just drag the icon on the new palette and close that palette. Hope that helps. Good Luck
    1 point

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