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DeCarlo last won the day on May 25 2018

DeCarlo had the most liked content!

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  1. You could simply keyframe the blink to be closed for 2 frames. The first would render 100% closed and the second would blur into frame 3.
  2. It seems like a bug. Single-clicking the vertical line that resizes the object list (the remainder given to tags) causes it to collapse to zero. The intended behavior, it seems, is for a double-click on the line to auto expand so you can see all the object names. Double-click again and it goes back to your original setting. Strangely enough, once you drag the line after an accidental collapse, the behavior stops.
  3. I can see this being powered by XPresso: using the frame number to switch all your character controllers to their previous position only on even frames. This would effectively hold the pose for two frames, without having to keyframe to each frame. The brute force option is to bake the animation, delete all the even frames, then convert all the keyframes to step. For fixed camera shots, you can simply render your character in a separate layer at 12 fps, then composite into 24fps renders of everything else.
  4. @Frokito I was having that exact same issue with a project I brought from R17 to R20. It looks like you can simply open your project in R20, copy the objects, then paste into a new R20 project file and it will start auto-weighting properly.
  5. It worked fine for me and I didn't see anything that would throw up red flags. FYI, you can lower the samples on the area shadows of your Physical Sky and it will render significantly faster.
  6. I have successfully rebuilt the character in R20 and gotten all the way to weight mapping without the weight tool losing its mind! I moved the model as safely as I could from R17 to R20: deleted everything except the mesh, including the weight tags; opened in R20; copied and pasted the mesh into a new file; then began building the character object. It was a very uneventful end to a frustrating 24 hours and a significant amount of work lost. Learning experience, I suppose.
  7. @everfresh Yes, I believe the file I uploaded was started in R17, though I did try to build one from scratch and it did the same thing. I will try one more time starting in R20 and see if I can identify when the weights break. @Fastbee sorry, I did post two entirely different problems happening to the same rig in two different versions of C4D. A solution to either problem would have given me a way out of this weird mess without having to redo a ton of work.
  8. Here is a stripped-down project file where auto-normalize isn't working in the weight mapping of R20. Perhaps this is the situation where it is most likely I've messed up something simple. https://drive.google.com/file/d/1Pv9qpfZQwk_ci32PFlmBd9KKHMrAFXAF/view?usp=sharing
  9. I was taking the advanced biped template by @everfresh for a spin and ran into two really bewildering roadblocks. Using R17, I followed his tutorial all the way to positioning facial controllers for the different pose morphs. The moment that I switched from one controller to the next, the first would pop back into its original place; I couldn't get the controller to stick. The pose is unlocked and set to 100% strength. No keyframes are set. I've checked a few other settings on objects elsewhere that could cause something like this and I'm out of ideas. I eventually got this to work in a really strange way: I was checking various settings and when I switched "edit" mode on the pose morph to Disabled and back to Selected, it worked! I reverted to my saved version and tried it again with consistent success. I thought this was a bug and something got stuck and just needed a nudge to work properly. A day later, after more weight cleanup on my model, I'm back to the same issue, and switching the edit mode does nothing. Also, I opened the model in R20 Demo and the poses worked immediately. I decided to stick with R20 until I discovered the rig causes weight mapping's auto normalize to break! Seriously. I created a quick rig in R20 and auto normalize works. I created a new model from EverFresh's template, rushed through to the weighting process, and it worked just fine. So I ditched all my work in R17, rebuilt the character in R20, but this time when I got to weight mapping, auto-normalize had stopped working again! I both situations, I feel like there's some checkbox I'm missing. Any ideas to address either issue would be greatly appreciated: the immovable controllers in the pose morph with R17; or the broken auto-normalizing of the weight mapping in R20. I just need some means to move forward. For reference, 9:41 is the spot in the video where the pose morphs are being set:
  10. I wanted to share my sci-fi short with the community here; aside from a few stock models, it was produced entirely in C4D. (You can only view the film in the embedded player in this post.) It is currently for sale on my website. I've got two more shorts coming out in 2019 and I plan to raise the funds to begin production of a feature-length version of "The Encounter" in 2020. I hope you enjoy! To preempt some common questions: It took 12 months to produce: 7 months of pre-production and 5 months to animate and render. It took an additional 4 months to re-render the whole thing in 4K with some higher-quality render settings and compositing techniques. It was rendered entirely in C4D's standard and physical render engines. It's now in its second year of festivals, with one screening scheduled for 12/20 in Tokyo. It was my first project rigging and animating a character.
  11. The logic of Team Render is to assign blocks of frames to each computer, so that if one computer messes up, all the bad frames are in a single block. Obviously, it reassigns frames if one machine finishes it's block before the others, which will break those up further. If you have After Effects, you can drop the image sequence into a composition and a warning will automatically pop-up that lists out all the missing frames: 24-56, 80-192, etc. That's the fastest way to get a list of missing frames. You can queue all the missing frames using multiple render settings (each given an output with a missing frame range), then create a series of takes, each linked to a different render setting. It takes a little setup, but then you can just click "team render all takes" and it will render all your missed frames.
  12. Sorry, I tried writing down this process in more depth, but I realized I didn't know how to identify a single clone instance through XPresso. That's the one piece of the process I'm not sure about and I couldn't immediately find the nodes necessary to do that.
  13. It's certainly possible to apply a sound effector to a parameter of a dummy object, then use Xpresso to link that parameter to the strength of your pose morph. But that would link the overall volume of the sound wave to a single pose morph. If you're trying to do a quick and dirty open/close of the mouth, that would certainly work. I know that some 2D animation software can analyze audio and produce triggers for a fixed set of mouth shapes. In theory, you could create corresponding pose morphs in C4D and simply enter those cues as keyframes. That's how I did the mouth animation on my last film (the pose morphs for each mouth shape; I just scrubbed the audio while reading the text to hear the cues).
  14. You don't mention trying to open previous versions of any of the files, so I am going to assume you don't save incrementally or use auto-save. If you did, you could simply open the previous version of the file and all your XRef materials should be there. Then you're only reconciling the work you did since the last save. Here is my one glimmer of hope: if your XRef objects are using relative file paths, and you recently moved the project with your base materials, you could conceivably move the file back to where it thinks it should be, then when you open the file of the model, it will discover all the materials and load them properly. (This assumes that you didn't save over the file after the materials dropped, such that the saved version still retains the material references and is simply dropping them upon load because the reference isn't resolving.) Otherwise, you're probably SOL. I would have recommended against using an XRef to import and assign materials to an object. It is so easy to copy & paste a material to another project that you'd have to be making frequent updates to a complex material for it to seem worth it to me. Also, XRefs seem to drop often enough that incremental or auto-saving is absolutely necessary. I XRef characters, so when one drops, I lose all the animation I've done.
  15. Confirmed. I opened a new file, followed your directions, and crashed.



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