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Showing content with the highest reputation since 09/17/2018 in Posts

  1. 5 points
    Out of curiosity this morning, and still learning all the little features of the Corona for C4D Beta, I wondered if Corona could render out C4D Hair. I was dubious, since C4D's Standard Renderer has, for a good while, always produced the best-looking Hair... ie., that looked silky and natural, like real hair. But to my great surprise and pleasure, I see that Corona can indeed render out C4D Hair... and it looks very good indeed! There is a bit of a workaround in setting it up, though: Your C4D Hair object needs to be set to Generate, and then you have to choose one of its Generate styles. I chose the Circle Type, which causes each strand to be rendered out in what I take to be basically a circle spline swept over the individual "virtual" hair splines. In the OM, your Hair object has to include both a C4D Hair Material... and also a Corona Material, side-by-side. In the Corona Material's Diffuse Channel, I entered the C4D Polygon Hair Shader, then set that shader to Illumination--->From Hair Materials. The Corona Material will take all its features from the C4D Hair Material, like Color, Specular, Thickness, Scale, Curl, and all the other options. But then, with the Corona Material, you can add further channels: Corona's native Reflection, Translucency, and Diffuse colors. My biggest worry was that Corona Render would not give the C4D Hair all the lavish AA that it needed to make the hair look silky, shiny, and not like straw, noodles, tentacles or needles. That was always the Standard Render's strength. But hey, I was pleasantly surprised: Corona antialiased the Polygon Hair strands beautifully, as you see here. Cool. ras
  2. 2 points
    Thanks for explaining! It is a bit finicky, but I did finally get it to work! I found out that when you delete the keyframes on the Cloner that are used to create the Tracer, you have to make sure that the P.Y is still set to 120 and not 0. This lead me to try some experiments where I tried using the Tracer live without making it editable. Somehow it still worked (it was still connected to a copy of the Cloner which was still animated). Then I completely disconnected the Cloner from the Tracer... and it still worked! So, I deleted the Tracer and replaced it with a single point spline at 0,0,0. Still works! What I think is happening is that the Spline Effector is placing all the clones on the point spline, and as we move it downward, it's actually turning the effector off, so they are returning to their original positions. I've attached a scene file showing this working. I also added a Delay to give them some nice bounce. @Octopodo this should make it much easier to duplicate and change to make all your 50-odd cloners! spline_effector_movement-No_Tracer.c4d
  3. 2 points
    ...one of posible ways https://www.dropbox.com/s/51qn8mvcwh988o6/spline_effector_movement.zip?dl=0
  4. 2 points
    Yeah, they even took on idiots like Hrvoje, Igor or me ;)
  5. 1 point
    Here's one of hopefully many. Thanks to @ABMotion who suggested this sort of thing might be worth doing... well now we're doing it :) This time we're looking at the oft-overlooked Spin Edge. Redirect your polyflow at will ! CBR
  6. 1 point
    Hi folks :) https://www.maxon.net/en/products/new-in-release-20/overview/ Here is a full feature list Cinema 4D Release 20 Complete Feature List General Faster Picture Viewer playback Speed and memory optimizations Installer Command Line Interface (CLI) mode Exchange SketchUp Update to SketchUp 2018 SDK Null objects with only one child polygon object now create one combined object instead Alembic Update to Alembic 1.7.7 SDK Performance improvements by caching matrices Users can now bake selected objects to Alembic New animation retiming controls Set Frame (for manual animation control via keyframes) Offset Animation Playback modes (Play, Loop, Ping Pong) Speed setting Time Remap Curve Interface FBX Update to FBX 2018.1.1 Support for instances Axis preferences: Flip Z Axis Up Axis (Default, X, Y, Z) New CAD imports (CATIA V5, JT, Solidworks, STEP, IGES) Houdini upgrade to 16.5.536 AI importer: Illustrator splines now load in at the correct scale Modeling Enhanced modeling kernel Several commands migrated to the new modeling kernel provide much better preservation of surface attributes (UV, etc.) Delete Components command with much faster performance and better behavior (e.g., deleting disconnected points) Triangulate command Triangulate N-gons Re-Triangulate N-gons Remove N-gons Align Normals Reverse Normals Several tools migrated to the new modeling kernel Extrude Polygon Extrude Inner Matrix Extrude Primitives now use the new modeling kernel Sphere (Icosahedron, Octahedron mode), Platonic and Pyramid primitives now generate non-overlapping UV coordinates An option is available to convert legacy primitives from old scenes to use the new behavior The Structure Manager now automatically switches the Component mode (Points, Polygons, ...) to the mode selected in the Structure Manager Custom Data tag A new API allows 3rd-party developers to create custom Data tags, which store surface attributes and can also provide interpolations functions. Commands and tools using the new modeling kernel will respect these surface attributes and use the interpolation functions provided OpenVDB Volume Builder Generator Converts a polygon object, spline object, particle object or a Field into a Volume object Can create Signed Distance Fields and Fog volumes Several parameters of the resulting Volume object can be controlled (e.g., Voxel Size) Filter Objects Smooth Filter / Smooth Layer Different Filter Types Signed Distance Field: Gaussian, Mean, Median, Mean Curvature, Lablacian Filter Fog: Gaussian, Mean, Median Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5 Reshape Filter / Reshape Layer Different Filter Types Signed Distance Field: Dilate / Erode, Close / Open Fog: Offset, Range Map, Curve Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5 Objects and Filters can be layered using different mix modes Signed Distance Fields (Union, Substract, Intersect) Fog (Normal, Max, Min, Add, Subtract, Multiply, Divide) Volume objects can be referenced as a Field Layer Volume Mesher Generator Generate a polygon object from a Volume object User can control the Voxel Range Threshold or the Surface Threshold Meshing can be adaptive Import / Export .vdb Volume objects can be imported and exported from and to the industry standard .vdb file format. Volume Loader object References and loads volume files and volume file sequences Volume Mesh command: Remeshes and combines polygon objects using a volume-based approach. Rendering ProRender ProRender now supports: Subsurface Scattering Linear & Angular Motion Blur Sub-frame Motion Blur Out of Core Texture streaming to render textures that exceed the total GPU memory Multi Instances Texture Selection tags on instances MoGraph Color shader Physical Sky Compositing passes Direct Illumination Indirect Illumination Emission Environment World Coordinate Texture Coordinate Geometry Normal Shading Normal Depth Object ID Object Group ID Material ID Anti-Aliasing can be enabled for World Coordinate Texture Coordinate Geometry Normal Shading Normal Depth Object ID Material ID Object Group ID Shadow Catcher 2D Noises: users now can use all 2D noises except 'sparse convolution' in the legacy base shader. New Seed setting: users can now specify a seed that is used for rendering. Ray Depth can now be restricted (Diffuse, Glossy Reflection, Refraction, Glossy Refraction) Shadow Ray Depth can now be set Support for Metal 2 Compiling kernels on demand, shaders that introduce a big chunk of GPU kernel code will not be included in the initial kernel compilation. The kernel compilation is triggered when such a shader is added. Scenes are now cached when animations are rendered to the Picture Viewer. New Reload Scene per Frame option to enforce R19 behavior General performance enhancements Physical Renderer Improved progressive rendering performance Materials General Immediate low-resolution baking for Viewport Improved shader / material baking for the Viewport Updated Material previews Updated scene setup Several new scenes MoGraph Beat Shader now accepts float values for BPM New node-based materials Over 140 nodes available Projection nodes can be visualized in the Viewport Node networks can be turned into material assets Node based Materials can be edited in the Node Editor, Material Editor and Attributes Manager New Node Editor based on new UI framework Attributes Area, displaying the parameters of the selected nodes A specialized version of the Attribute Manager New connector element showing dependencies within the shading/rendering context The Connector context menu allows to: Connect Nodes Textures Load Textures Replace Nodes Insert Converters Copy Paste (Link) Paste (Duplicate) Remove Mute Ports Propagate Ports Basic tab Name Asset Version dropdown shows the different versions of a node (if available) Custom Node color Inputs tab The input attributes of the selected node Nodes can have a dynamic number of inputs (e.g., the gradient can have a variable number of Knots) The command Show Sub-channels can switch the layout to also show sub-channels of a parameter (e.g., Color.R, Color.G, Color.B, Color.A for "Color") Context tab Enables users to replace the context of many Nodes, e.g., to change the UV mapping for this node. Asset area Lists all available assets provided by MAXON or stored by the user The asset list can be filtered by name and keywords A keyword filter can set certain parameters in a node (e.g., a search for "Buya" will show a Basic Noise Node with Buya set as the Noise type) Context menu Create New category Create Node Import Assets Create New Database Mount Database (Folder / Zip File) Unmount Database Export Database Nodes area lists all the Nodes in the current setup The Nodes list can be filtered Nodes can be cut, copied, pasted, deleted and duplicated Info area, displaying information about the selected Node / asset / Wire (name, version, warnings, ...) Nodes commander, allows the user to search for assets by name and keyword Node view Nodes Header (displays the title, preview and node state toggle) Can be colored to give users a way to organized their Node networks Naming of the Node can be changed Body (includes in- / out-port groups, port bars, port slots and port names) The body can display all ports, no ports or only the connected ports Nodes can have two major states (full and collapsed) Nodes can be displayed in vertical or horizontal layout Ports Node ports can have different states (unconnected, connected, propagated, converted, group ports, error) Node ports are color coded to make it easy to differentiate between different types of ports. Ports can be renamed Wires Several ways to connect a Wire to a port: Connect a Wire straight to a port Release a Wire on the port name Release a Wire on the group port name. A pop-up will appear with compatible ports of the group the Wire can connect to Release a Wire inside the empty area of the Node. Again a pop-up with all compatible ports will appear Wires can be displayed as Linear or Bezier curves Wires can be muted (displayed as a dotted line) Special Nodes Start Node: the Node's attributes will be displayed in the Material Editor and the Attribute Manager when the Node material is selected Solo Node: allows the system to use the data from this Node to be displayed in the Viewport and previews Group Node: a Node that contains a nodal network Asset Node: Group Nodes can be converted into Assets Users can use different techniques to navigate the Node View, including touch gestures. Navigator mini map shows an overview of the complete Node network, can be used to quickly navigate the Node network Group bars on the left and right sides of the Node View can be used to propagate the ports to the outside of the group. Nodes can snap to the grid when moved Toolbar shows: Breadcrumb display of the path to the currently edited Node Filter Field Uber Material Material Asset, build with the new Node system Three reflection channels Diffuse Channel: renders diffuse reflections Reflection Channel with three reflection modes Artistic - blends between two user defined colors Dielectric - for dielectric reflections, such as plastic Conductor - for conductors, e.g., metals Coating channel, a simplified dielectric reflection layer to render effects such as a clear coat Emission layer for emissive effects such as luminous materials Transparency for refractive materials such as glass Opacity to control the material’s opacity Bump to control global bump mapping Normal to control global bump mapping Displacement to control the displacement of the material New Node materials Car Paint Ceramic Concrete Cutout Emission Gold Granite Marble Metal Plastic Rock Wood Material Manager New commands in the Create menu New Uber Material New Node Material Node materials (displays all materials in the asset repository folder) Can now open the Node Editor Workflow/UI Compositing tag now has a ProRender tab Shadow Catcher Alpha Light Portal Object Group ID Multi Instances New Instances integrated in the Cloner object, Instance object and supported by all internal Render Engines Multi Instances are stored as one object internal, resulting in higher performance and less allocated memory Supports different render modes in the Viewport (Off, Points, Matrix, Bounding Box, Object) Supports the Color shader and MoGraph colors Project Settings Use Color Channel for Node Material"´ setting New Console Categories provide more overview Python console can now completely replace functionality of the Command Line Output can be written to files Drastically improved performance New gradient Updated interface Gradient color bar can be displayed in 3 different sizes (small, medium, large) Selected knots now have an orange outline If more than one Knot is selected, selection handles appear. The allow to move all selected Knots at the same time to to scale the range New Double Selected Knots and Distribute Selected Knots command in the Context menu New Interpolation mode Blend Interpolation can now be set per Knot Intensity renamed to Brightness (only available in the Legacy gradient) New options if gradient is used in User Data"´ (COLOR, ALPHA, NOEDITCOLOR, NOPRESET,NOINTERPOLATION, NOKNOTPOSITION, NOBIASPOSITION, NOBRIGHTNESS) New Gradient Node Can display textures and shaders in the gradient color bar Can display alpha Color Chooser is extended with an Alpha slider Blending Space can be set to Linear or sRGB Knot symbol changes: if this Knot is driven by a Node input Enhanced Color Chooser Color Chooser now can store alpha values in swatches Color Picker now is always available when the Color Chooser is collapsed Color Chip context menu now offers option to enable/disable Alpha (where applicable) and to copy & paste a color The Color Chooser in the unfolded state is now responsive to the size of the manager it displays In the Color Wheel mode it is possible to click on the number on the right side to define the amount of color samples directly The Hex mode now can be enabled directly in the Color Chooser Interface Linear Numeric Values switch allows to display the color sliders linearly in the nodes interface Alpha slider in the nodes interface Texture Manager Channel column is renamed to Material Path, also supports node-based materials and displays the path within the material Edit menu now contains commands formerly only available in the context menu (Show File in Explorer/Finder, ...) New Open File in Manager behavior - a new command and Show in Attribute Manager now displays the attributes of the bitmap shader / Image Node. Open Material in Manager is now exposed as a command. Preview shows resolution and bit depth now and small images are centered Attribute Manager was adapted to the Nodes' workflow New Connector interface to handle node connections Preferences Interface: new dropdown menu Field Remapping Graph (Hide, Show, Hide in Field lists) Input devices: new setting to enable touch devices Files / Path: new Fields lists for file assets and database search paths Plug-ins: new Field list for plug-in search paths Units / default sets: new Alpha mode and Hexadecimal mode check boxes New group Gradient Size drop-down menu (Small, Medium, Large) Selection handles check box New group Alpha Grid Color drop-down menu (Light, Medium, Dark) Renderer / ProRender: new group Out of Core Cache Custom Location check box Location path Material (previously Material Preview) New group Node-based Materials Node Preview Size drop-down menu (Small, Medium, Large, Huge) 3D Preview Scene drop-down menu Node Previews check box Preview HUD check box Modeling/Sculpting (previously Sculpting): New group Modeling Disconnected Points on Delete drop-down menu (Remove (press Shift to preserve), Preserve (press Shift to remove)) Import/Export: Settings for new CAD formats: CATIA (*.CATPart, *.CATProduct, *.cgr) Import settings IGES (*.igs,*.iges) Import JT (*.jt) Import Solidworks (*.SLDPrt,*.SLDAsm,*.SLDDrw) Import STEP (*.stp,*.step,*.p21) Import Settings include: Settings to enable/disable the import of geometry, splines, instances, helper and hidden objects Settings how to import Normals, display colors, layers and materials Combine by None, Original Bodies, By Topology, By Color or By Layer Heal and Stitch Optimize Hierarchy Setting to import Source Mesh Settings to import LOD with JT Settings to influence the tessellation, also scale-based tesselation FBX (*.fbx) Export General: new Instances check box Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis) FBX (*.fbx) Import General: new Instances check box Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis) Volume (*.vdb) Export Scale input field Animation check box Name drop-down menu From and To input fields Selected Only check box Volume (*.vdb) Import Volume Grids list field Scale input field Animation check box Name drop-down menu From and To input fields Group Objects check box Import to Project Location check box Assets Node-based materials and Node networks can be stored as Assets Save Assets dialog Name: name of the Asset Version tag: the version number of the Asset ID: Asset ID Database: the database the Asset will be stored in Category: Asset Category (Color, Context, Conversion, Generator, Info, Material, Math, Shape, String, Surface, Uncategorized, Utility, New Category) General Send to PictureViewer now supports all Viewport renderings (also OpenGL) Camera 2D mode for the Viewport New Export Selected Object as ... menu entry in the Object Manager The Compositing Project File for Nuke now supports Alembic New Viewport display modes for the Texture tag (Simple, Grid, Solid) Improved UVs for Sphere (some types), Pyramid and Platonic New Bake as Alembic and Bakes as Alembic + Delete commands New command Save as Default Scene Updated Visualize layout New Multi-Passes Direct Diffuse Indirect Diffuse Direct Specular Indirect Specular Texture mode now works as the former Texture Axis mode. Texture Axis mode isn't available anymore. MoGraph MoGraph Fields MoGraph Fields replace falloffs in all areas where formerly Falloffs were used Field Objects are Objects in the scene and can be freely placed and animated Some Fields can have Sub-Fields, modifying one of their special parameters Fields can write values into certain maps (Vertex Maps, Vertex Colors, Point/Edge/Polygon selections, MoGraph selections, MoGraph Weights) Old falloffs are loaded as legacy falloffs, can be converted to Fields MoGraph Fields UI allows for layering of Fields Different Blend modes available (Normal, Min, Subtract, Multiply, Overlay, Max, Add, Screen, Clip) Opacity slider Value, direction (for certain Effectors) and color modification of each layer can ben enabled/disabled New Field Objects (Box, Capsule, Cone, Cylinder, Linear, Spherical, Torus, Formula, Python, Radial, Random, Shader, Sound, Group) New Modifier Layers (Clamp, Color Filter, Colorizer, Curve, Decay, Delay, Formula, Freeze, Invert, Noise Remap, Python, Quantize, Rangemap, Remap) New Field Layers (MoGraph Object, Particle Object, Point Object, Solid, Spline Object, Step, Time, Variable Tag, Volume Object) Fields Interface Blending tab: here are the Blending options that are also found in the Field Layer interface. Field tab: here are the field-specific parameters of the object Optional sub-fields tab: this tab offers a Field Layer UI for the sub-fields Remapping tab: this tab holds the integrated remapping parameters of the Field value. Color Remapping tab: this tab holds integrated remapping options for the Field color Direction tab: this tab holds integrated remapping options for Field direction Optional View Settings tab: this tab holds the Viewport settings for the Field Field object interface Same as Fields Interface, minus the Blending tab, plus Direction tab Direction tab: Direction Mode drop-down menu (No Remap, Custom Direction, Attenuate by Strength) and Normalize Direction check box MoGraph Cloner object now supports Multi-Instances Motion Tracking Updated Motion Tracker layout Simplified workflow to create a Motion Tracker object and to load the footage Show dope sheet style data representation for selected track in the Graph Mode of Graph View. The tracking direction can now be defined per keyframe Tracks can now be frozen, to prevent them from being changed by other edits Newauto re-keying options automatically inserts a key whenever the 2D error reaches a certain threshold to improve tracking for tracks where the size or orientation of the surface changes significantly New 2D Tracks editor mode User Tracks list Selected tracks are highlighted in the Cinema 4D standard way Individual tracks can be renamed directly within the GUI Full set of standard selection interactions supported Ability for user to re-order tracks Multiple column data display to show the main track settings Support for folders Cursor navigation Ability to delete track(s) using the Delete key Pop up context menu with relevant controls. Tracking direction indication in Graph View Multi-selection and editing of mask vertices is now supported New dockable Track Window that shows the zoomed view of a 2D Track SDK C++ New MAXON API Project tool to generate project files for different operating systems support (optional) style and syntax checks Python Integrated Python updated to version 2.7.14, including updated OpenSSL module Script Manager: Python scripts can now also set the menu state, as it was possible in previous versions with C.O.F.F.E.E. scripts Improved developer workflow due to better integration into external IDEs, including code auto completion First exposure of MAXON API in Python
  7. 1 point
    Do you mean something like this? picture, https://www.dropbox.com/s/8jxhqsk5a1dhlug/Rose.png?dl=0 scene, https://www.dropbox.com/s/zoagc2hv3sa1mxf/Rose.zip?dl=0
  8. 1 point
    It doesn't look like that's possible with the Shatter deformer. You will have to find a different method of turning an object into particles, such as a Cloner, Thinking Particles, or X-Particles. I doubt either of those are options for you with Lite, however.
  9. 1 point
  10. 1 point
    Sure thing! I'll stick up a few screenshots of the settings I played with. I'm unsure which one of these actually resolved it though, but hopefully you can compare and see if there's anything you could apply to your setup. Just be careful if you do change anything, what works in mine might not necessarily work in yours. Right click on the Nvidia icon in the tray thing to bring up the Control Panel option 3D Settings Manage 3D Settings - Global Settings Manage 3D Settings - Global Settings
  11. 1 point
    You can also do this (probably even easier) with standard SDS modeling. 1. Use the polypen to create outline in quads 2. Use the knife tool to split in the middle 3. Select the middle vertices and transform/move upwards 4. Add a couple edge loops to keep things sharp 5. Drop into a hypernurb. DrawmText.c4d
  12. 1 point
    Yes, as you notice, tracer is the key. Effector only offset single clones over spline segments. If you see better on tracer spline (solo it) or in AM/Mode/Project Info/Selection you can see 6 spline segments. So, it´s single spline but with 6 separated segments (each clone has own spline) How to get tracer spline? Simply animate cloner parameters. For 0 frame P.Y =0, for frame 150 P.Y = 120. When you play animation, you can see simple animation (with equal distance between clones in each frame). Now add tracer, play animation again, stop at last frame, convert parametric tracer into simple spline, delete parametric tracer. Also could delete animation track for P.Y Cloner parameter. Now you have in fact "baked" clones movement in splines. Effector (with falloff setings) only offset movement of clones over splines... Simple example of different falloffs https://www.dropbox.com/s/q2ako4n7f9jdzl4/spline_effector_movement_0001.zip?dl=0
  13. 1 point
    It's hard to tell without a test file, or knowing what you're animating (figure? object? complicated? simple?), but most likely, no. Animated properties such as Position, Scale, or Rotation (PSR) is oriented on the object's axis. Changing the axis would result in altering the animation. One possible solution would be to create a null object, and set a keyframe in all PSR properties you have animated. In the timeline, copy the keyframes from the original object, and paste them to the null object (this copy/paste is done in the timeline's Edit menu). Now delete the keyframes from the original object, put the original object as a child of the null that just received the pasted keyframes. From there, you'll have the ability to adjust the original object's axis, tweak its position, etc. See the attached c4d file. animationTransferred.c4d
  14. 1 point
    Look for "Chisel effect in c4d" on youtube or vimeo, so many videos about it.
  15. 1 point
    Finally had some time to work on this one, #11 of 12...
  16. 1 point
    No that would be a tangent normal map. What you have here is a world space normal map. You can use different normal maps in compositing to relight objects, or add lights, or to place textures onto rendered objects in 2D.
  17. 1 point
    Proper symmetry modelling is one reason why I no longer use C4D. Here we are at R20 and it doesn't have proper symmetry modelling.
  18. 1 point
    That looks better than your original but it is still not SDS modeling. I think of the sweep, lathe, and loft tools as basically procedural ways to get started modeling. They do not export well into other programs and have limited ability to tweak the results. So if you take your model (but change the handle to a rectangular sweep without the extra smoothing edges) and change those into editable meshes, add a couple of loop cuts, delete the polygons between the cup and the handle and bridge the gaps, you will get a fairly good model. You can then add a hypernurb to this for smoothing. If you wish to start with a lathe instead of a cylinder for the body of the cup, it is best to make the number of edges be divisible by four. That will give some symmetry to your model. For bridging, make sure that there are the same number of edges on the two sides your plan to connect. (the extrude used in your cup has eight sides and the edge cut in my diagram has four, so that is why I could recommend changing the handle to a rectangular sweep). Personally, I would just extrude the two polygons on the main cups a few times, rotate and move them and then bridge them to get the handle. (It is a bit more complicated, but you can select the edge loop around the polygon you want to cut from the body of the cup and convert that to a spline. This can be used, along with a curve of the handle, to create the actual handle with a sweep nurb. The handle width will exactly match the cut out on the cup body)
  19. 1 point
    Slightly off topic. Even with no scripting knowledge or limited knowledge you can create your own scripts for basic commands. Here's the process to create a script for toggling the grid on and off. (Should work in R20 but I haven't got it to test). 1. Fire up C4D and from the "Script" menu load the "Script Log" 2. From the Viewport "DisplaY" menu enable or disable the grid 3. Look at the Script Log. You should see an entry "c4d.CallCommand(70000, 917) # Display Filter" Copy this text 4. Close the Script Log and the Filter menu 5. From the Script menu load the "Script Manager" 6. Replace the Hello world line with c4d.CallCommand(70000, 917) # Display Filter 7. Save your script from the file menu of the Script Manager. By default it saves to the script folder 8. Click on "Shortcut" on the Script Manager 9. This brings up the "Customize Commands" Dialog. Scroll until to see your new script. If you named your script "Grid.py" then you could do a search for "Grid" 10. Assign a hotkey to script in the normal manner Done. This works for a lot of things in C4D.
  20. 1 point
    GSG has been busy at the show "halfrez" they should all be back in the office on Monday and I know they would be sorry for the delay in getting back to you. You could try the GSG Slack channel. Have a nice weekend, Steve
  21. 1 point
    I am planning to add the possibility to control the radius of the circle, but for now I just made a quick conversion of the original COFFEE code into Python. <file removed> Edit: Just to point out, the original COFFEE script is not mine. I don't want to take credit for this plugin, just provided a rewrite into Python. Edit 2: I have removed the script file in this thread, as it has now been uploaded into the download section of the forum.
  22. 1 point
    You're over thinking this Fastbee. Unless you're thinking of applying I wouldn't stress over it.
  23. 1 point
    Been on vacation for a few weeks. Slowly getting back into rendering as I plunge into client work. Just trying to rough in the shapes in my head with this one. Could use a million more details and kit bashing, but I'm moving ahead to a better base mesh before trying that.
  24. 1 point
    Just animate the first FFD and then duplicate it.
  25. 1 point
    here is the video and the file :) if you have any suggestion to make it better let me know :D maybe we can combine this with some deformers to make it looks nicer P.S. sorry for the messy scene file , I will make a tut soon . flour sack rig_0001.c4d.zip