Jump to content


  • Content Count

  • Joined

  • Days Won


Cerbera last won the day on November 14

Cerbera had the most liked content!

Community Reputation

2,695 C4D Cafe High Order Member

About Cerbera

  • Rank
    Imperial Archon

Profile Information

  • First Name
  • Last Name
  • C4D Version
    Alpha | Beta
  • Skype
    Please PM me
  • Location
    South East, UK

Recent Profile Visitors

17,564 profile views
  1. Their own proprietary software I would have thought. They have the sort of budgets and talent where it is feasible to just code the functionality they need. Whilst nearly all the studios use one of big 4 DCC apps (Maya and Max still winning) the film guys just write extensions to these things to make them do what they need at the cutting edge... years later that becomes a module or plugin set that might get sold off, or watered down and copied and incorporated for the rest of us in future software revisions of the DCC or as stand-alone entities... CBR
  2. In the case of a circle spline, that is why there is an nside as well. All other spline primitives contain only the points required to describe their shapes, and that is not changeable except in the case of the helix. Uniform interpolation also does let you choose amount of sub points, though these won't be visible or editable until you CStO the spline. It works like subdivision does on polygons. So if you have a 'circle' defined by just 4 points, then setting that to uniform / 1 will give you an 8 sided circle. In the case of editable splines the regular tools are enough to add additional points wherever you want them. There's also MoSpline, which can exactly match the shape of a source spline but with a more definable point count. See below, where I have made my mospline have 12 points independent of its source circle which has many more... CBR
  3. I used Disconnect from the r-click menu in edge mode. That does work, but unfortunately leaves both edges (or points) selected so they continue to appear joined when moved even though they are not. You can use the structure manager to see which points you have selected and to deselect the ones you don't. CBR
  4. I have to go out now, so don't have time to help further tonight. But I can maybe save you a bit of work if I just give you the model. Material Folds.c4d CBR
  5. Slightly refined version, with less control lops for nicer corners... CBR
  6. Thanks DV - I found the joint tool now, where you can use Shift to split existing joints into smaller ones (without breaking hierarchy), which is what I need to do for the head., as the whole top front end should bend upwards as its mouth opens, and the head joint in the fish rig does need more flexibility than its single joint can provide... CBR
  7. Yep, that can all be handled by regular SDS poly modelling. Start with a cube of the right dimensions, 8 x 6 x 8 then make editable. Then select these edges and disconnect them. Now move these polys out and down a bit... Then select these edges and ctrl-drag them under bottom of the model, then scale in slightly... ...and do the same with the other side of the corner... ctrl dragging inside the flap first a tiny amount (control edge) then a lot further, then a small amount again to finish. Now we just need to add SDS control loops like so... Select all polys and add negative thickness with Extrude, invert the Normals then fix the inevitable intersection to get something like this, which you can tweak into the shape you need.... if you find you are struggling to do that you could try adding the thickness before you do control loops, which will simplify things a bit. Then you can delete all but one quadrant, and use double symmetry to do all the remaining corners, followed by SDS to get the smoothness. CBR
  8. I found this quite helpful, though granted it's a fish rig, not a quadruped... The biggest rule is to keep all the dots inside the mesh. The second one is that most component points should be moved to the rotation point of where the physical joints on the real thing would be, hopefully as indicated by your mesh in the case of quadruped legs, which are the most confusing bit. If you google some reference vids of horses running in slow-mo you should be able to see which joints are where and where they rotate from. hovering over adjustment points should tell you their names, which are also helpful in determining which dot is which joint. CBR
  9. That's excellent Might well end up doing that, as I am getting a lot of 'spine drift' as it moves along the spline, and although I can get pretty close, no controls in the IK dynamics seem to be able to fix it 100%, whereas this would. CBR
  10. That is behaving as I would expect - stuff gets fractionally dimmer the further away it gets from the light source, mitigated by the near 100% amount of luminance you have mixed in, but entirely overridden and blown out by the glow settings which are inverted and way too powerful. Try 150% inner, and 0% outer glow and a slightly bigger radius for nicer results. I would also dial down luminance and light strength. Not sure if you intend for the light to be inverse volumetric - meaning each butterfly casts a 'shadow' of light which is opposite to what a butterfly would do, glowing, luminant or not. But that might be exactly the effect you want. CBR
  11. I'd normally do that with 'ghost colliders' ; objects or shapes that don't render but still collide cloth... No idea how you'd make it fall into place then be belted though. Hopefully someone else will... CBR
  12. Oh OK, you've convinced me; that's a nice tight curve . Kinda wanna use an IK spine though so I can get the main swim motion automatically, but as long as that can bend that much where it has to (main controller will be following a spline path I imagine) that should be totally OK. Cheers Dan. CBR
  13. Hey animation whizzkids. I'm very new at all this character animation lark, and so am cheating initially and using the Character Rig to make my learning curves less vertical. I have a question about using the fish rig in the aforementioned Character Object, if anyone would be so kind as to show me the way... When I add my IK Spine component it comes in with 8 joints, which is probably not enough for what I am doing (white shark with very tight turning circle). What's the best of way of say, doubling that number, but keeping everything else about the setup the same ? Cheers CBR
  14. Excellent - always nice to hear when a plan works and days get saved, and even nicer when OP thinks to mark their thread solved ! Gold standard forum-ing there my friend CBR

Latest Topics

Latest Comments

  • Create New...