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Cerbera

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About Cerbera

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  • First Name
    Jay
  • Last Name
    Wood
  • C4D Ver
    20.057 Studio
  • Location
    South East, UK
  • Interests
    Aerial Photography, Pianoing, Guitaring, Bassing, Drumming, Audio Production, stupidly fast Electric Unicycles, String Sections, Flying machines, 3D things, technology, critical thinking, cats, nature, skies, large hairy spiders, robots, dark scary synth drones and Omnisphere.

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  1. The UV tag you have on that is broken. Don't know how it got like that, but you should delete it. Now apply a material to that object, and set its mapping to Flat, align it as you want (Fit to Object). NOW go to BP UV edit, r-click the material tag, and choose Generate UV coordinates. Then you will have a tag that works, and your controls back, like so... CBR
  2. No, this is about Animation, so that's the section it goes in. I have moved it for you, and retitled the post in a way that will make it usefully searchable later. We can help a lot faster / more effectively if we have the scene file. Pls can you upload it ? CBR
  3. This is a known bug in the R20 Mesh Checker, but pls report it anyway (via the MAXON website) as I'm not sure previous reports have correlated it with object size. CBR
  4. As well as checking for Closed Splines, you need to turn off Parallel movement in the Sweep. CBR
  5. Some questions: 1. Do they have to move in short bursts like your reference, or can they move at a constant speed, or in some other way (pls specify) ? 2. Can they just randomly collide and push each other out of the way, or do you need them to avoid collision (with each other) in the first place so they never touch anything else ? 3.Your objects are all moving in straight lines. Is this an imperative too ? CBR
  6. 2. I agree, that is odd - we probably shouldn't have to do that. Struggling to think why MAXON would do it on purpose so I am guessing this is a bug or oversight, which should be reported as such via the normal channels. If it isn't a bug, it should be a suggestion instead. 3. It only becomes a group if the reference object is a group AFAIK, and that is entirely helpful behaviour in that circumstance, surely ? But if your reference is a single mesh, then that's what your instances become when you make them editable, and that is working in my tests. Also, if you make a whole bunch of instances editable at once, the groups created are already selected, so now you can r-click one of them, hold shift and choose Select Children, which will select everything in all the groups at once AND the groups, so you can COaD them all into one (or group them via Alt-G) from there. If you do need to select all the instances again and again for some reason, then why not make a Selection Object the first time you have them all selected, that will enable you to re-select them in a double-click ? 4. I can find no evidence of this. If I group my instances, either by selecting them all and doing Alt-G, or by physically dragging them under a new null, they stay right where they are. Could you upload a scene file that demonstrates this problem ? CBR
  7. Which version of the software are you using, and please put that in your profile so we don't have to ask every time... CBR
  8. Have you watched any 'Intro to Fields' type videos, such as the ones available on the Cafe's YouTube Channel ? CBR
  9. Ok, here's how we can make that split junction I highlighted red in the post above, and while we're at it, the circular bit above that... This is one of those situations where a boole can come in quite handy, and as long as we take the 30 seconds required to clear up after it, this is a perfectly legitimate use for one. 1. I started by making 2 sweeps, (along the lines Nate originally suggested), using carefully aligned path splines, and 8 segment n-side profiles (interpolation Linear) 2. Caps were turned on initially in both sweeps, so we have solid volumes to use with the boole we can place both sweeps within, set to Union Mode, with all option boxes ticked. 3. Now we can make the Boole editable, which, if we set our options right, will give us a single mesh when we do so. First order of the day is to weld all the coincident and near-coincident points, which I like to do manually so I choose which point they weld to. Now we can go on to adding the 3 knife cuts (Line Cut, visible only off, orthographic view) that will make this quads... A quick side note about these cuts, which you'll see are straight in my example, rather than following the flow of the intersecting branch, which would be technically more correct if those loops were to function strictly as controls. But by making them straight, we blur their functionality between control loops, and simple linear breaks, and we get a softer, arguably more pleasing result from doing so. My point is that this is a creative choice so you do what looks best for each case. 4. Back to the plot ... now we have quads, it will play nicely under an L3 subdivision surface, giving us an attractive, artefact-free divergent split (despite the 6 point poles). We can also delete the caps at this point, so we have a section suitable for joining to others via Stitch n Sew... In the rightmost image, here's some suggested topo for your remaining circular bit, made in almost exactly the same way, but from a cylinder and a (rotated 22.5 degrees) torus in my initial boole... So, with the 2 techniques above you can make each section of the spline you need then simply combine them all together to get your completed 3D model. The last step would be to stitch half-spheres onto each end, which will give the impression that the whole thing could have been a stretched capsule. Think I showed you that in a previous topic. Hope that helps CBR
  10. Yeah, sorry Nate - don't mean to be contradicting you, and I certainly agree some of it could be fixed by altering Z position, but not a lot of what's going on the right hand side... If we sweep this, the yellow bits will intersect most of the way up those peaks, in a singularly unattractive way and in the red bit, that would have to be another sweep / spline entirely, as we can't split a junction like that in single spline. But I think there are probably other things to try first... For example, one ridiculously easy / fast way if you didn't need actual geo would be render it with hair. And fortunately, as is usually the case, where automated means fail, if we do need it true 3D, good old proper poly modelling can save us. Let's look at the concave peaks first. The ideal topology for those isn't obvious, but should look something like this.... Note how beautifully sharp and defined the peak is under subdivision, using a bare minimum of polys, and all of them quads. I made this in seconds using the Clip Symmetry tool from the HB modelling bundle, but it is equally feasible to make it by hand (double symmetry your friend here) if you have seen the topology you are aiming for. Ask if you're not sure how. In the next post, we'll use a similar / related technique to solve the split branch highlighted red above... CBR
  11. Guys, a sweep is all well and good, but not when you have a spline that has junctions along it, surely ? One of the first rules of splines is that we can't have a 3-way junction, and OP's source spline has several of those, so slightly confused as to how anybody is expecting that to work... wouldn't it be full of horrible intersections, if it works at all ? CBR
  12. Ah OK. I am probably not the person to answer this, but just wanted to get your requirements clear so when our Xpresso geniuses get here they know what they're aiming for... CBR
  13. I know what you mean. But that's what we get when we design a system that can build virtually any form imaginable out of tiny little squares, and we haven't got time to wrangle them all :) Yeah, but now try and make 2 of of those cuts exactly symmetrical with your candle and your knife ? Couldn't be done. And there'd be wax everywhere ;) CBR
  14. When you say 'rig', what do you need - 1 slider or control that makes all the pieces slide out ? And how should they do that, all at once, or staggered, one at a time ? And does the rig need to do anything else apart from that ? CBR

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