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cinomadic last won the day on January 13

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  • Birthday 06/21/1978

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  1. @Cerbera That looks good to me! Thank you so much :) All I know is the borrowed edge method for concave corners so it's cool to see you doing something different with success. Thanks again, mate!
  2. Hello, I am having some issues beveling a model for subd. The first is a corner that includes an open face: The open face creates a nasty transition. The second is advice on how to terminate the bevel for a triangle that flows into a flat shape: My model is attached. Triangular_Inset.zip Thank you!
  3. @Hrvoje, thanks, I had my video's visibility set to Private. It should be working now. @C4DS thank you for the reply. In the screenshot, the connected object is selected and all of the UVs are correct. The issue happens when I split that object by its auto-generated selection tags and drag the resulting UVW tags to the original objects. The video I linked shows the issue. Thank you!
  4. Hi @Hrvoje, thanks for the response. I do have something written, but rather than focus on the Python, I'm trying to get it working manually. I've recorded a 1.5 minute screencast of the issue: https://youtu.be/JGIKvoX4XjY In this example, the Cube and the Platonic work correctly when I drag the UVW tags to the original objects. There is an issue with the Pyramid's UVs, however, and as you can see in my original post, there were UVs issues when I dragged the UVW tags to the original objects with the Figure I split as well. The scene I used is uploaded here: Steps.zip
  5. Hello, I’m trying to combine UVW tags so I can use one texture for several objects (without having to use the Bodypaint wizard). I have found a method that is successful: Run the Connect command on the objects Run the UVCommand “Realign” Separate the objects Copy the UVW tag of the separated object to the original object I’m trying to write a script that does this. The trouble comes with step 3: Separate the objects. When I use the “Polygon Groups to Objects” command, this method works. Often, though, I don’t want to explode the object into smaller objects; I just want to realign the existing UV islands and keep the polygon groups as one object. So I tried a different method: combining them with polygon Selection Tags for each object, selecting each object with a Selection Tag, then running the Split modeling command. For some reason, Split seems to rearrange the points, because when I drag the split object’s UVW tag to the original geometry, many of the points jump to the same UV position [0,0]. Can you please help me separate objects using Selection Tags (or another method) without separating all the polygon groups while maintaining the point order so I can copy the UVW tag to the original object? My scene file is attached. Connect.zip Thank you!
  6. You're right! I just applied my Shrink Wrap to the Subdivision Surface Object (not the original geometry) and it's now working perfectly. I got that idea from your project file which uses the Bend in the same level as the SSO!
  7. It's strange...why was there so much pinching when I did this with a Shrink Wrap Deformer rather than a Bend? Maybe because it was being extruded after that?
  8. You, sir, are a genius. That works perfectly! Thank you so much @natevplas!
  9. Hello, I'm trying to hold a couple of sharp convex & concave corners with some support spans in a SubD model. I'm trying to keep the curvature of the shape in X, but the sharpness in Z. After I get the topology correct, this panel will be extruded. Can you please advise me on how to achieve this? I've tried a few things using the Shrink Wrap Deformer... Nothing has worked though..lots of pinching! Here's my scene file if that's easier: Panel.zip
  10. You've helped me a lot, @Cerbera, thank you.
  11. Ah, okay, I get what you mean and thank you for the explanation. I am doing what is in your center example. I was doing this as I was seeing some tension in the geometry that created a pinch when I brought the next edges closer together. Not super-visible here, but the highlight is flaring out. Corner tension:
  12. @Cerbera, thank you very much for the thoughtful response. To answer your points: I'm doing this with SDS because it's how I learned to model. Since you asked, I'm guessing that hard surface models (unless being deformed) don't need SDS. It would be great to remove a Generator from the scene. I can move the kite quad. I didn't know it behaved as a triangle. I was running the 3 loops across the cube, but it created a long pinch at the Tube/Cube intersection. Sorry, I didn't understand the Point #3. Could you explain it a bit more, please? I think you mean the edges from the Tube that I'm using to hold the bevel at the corner, but I'm not sure what you mean about maintaining the closeness at least out to the next control loop. I'd guess that the model you made is with bevels to prove your point about SDS. Looks great! Thank you again
  13. Hello, I'm trying to bevel the connection of a Tube and a Cube. I came up with a solution to converge the bevel spans which yields a decent result (as in the below images), but I wanted to get some feedback from some more experienced modelers before proceeding. Am I missing a better solution? When subdivided, the intersection doesn't look very clean...it's sharp and seems to split the bevel in two rather than staying continuous. I've attached my scene file too if you wish to take a look. Tube Connection.zip Detail: Subdivided:
  14. Do MAXON employees look at these types of threads? I hope they do. For what it's worth, here's my message in a bottle. I'm using Cinema 4D for character animation and my R21 requests are: Selection Tools Symmetry Viewport Parallel character rig computation Skin Deformer Ability to change Priority Script Manager Code completion Ability to change font-size Visual Selector Python API for Hotspots Larger Script window Ability to Refresh Background Image BodyPaint UVTerrace by Edges UVTerrace Preview Highlighting Ability to view/edit multiple UVW tags at once Interactive Cut and sew Brush relax



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