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blastframe

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Everything posted by blastframe

  1. Hi, that's a cool setup, but I'm not trying to create a roll. I want one object to follow the other in just one dimension, even if it's a child. The matrix is being skewed by the code, but I don't think it is skewed beforehand.
  2. Hello! I want to have one object follow another object in just one dimension (e.g. position.x), maintaining their offset, even if the follower is a child of the leader. This needs to be done in a Python Tag (so no Constraints). I asked this question on the SDK forums and got to this point with Manuel at MAXON (Follow.zip). Before hitting play, you store the initial offset with a User Data button on the Python Tag. There’s some strange wobbling happening and I’m a little stuck. Any help would be tremendous, thank you! import c4d from c4d import utils storedData = 123456 # baseContainer offsetInitializedID = 1000 # Bool offsetID = 1001 #Vector matrixLockID = 1002 #Matrix def WriteOffset(obj, vec, init = True): # write the offset in the BaseContainer global storedData data = obj.GetDataInstance() if data is None: print "None" return False bc = data.GetContainer(storedData) if bc is None: print "No BC" bc = c4d.BaseContainer() bc.SetBool(offsetInitializedID, init) bc.SetVector(offsetID, vec) data.SetContainer(storedData, bc) for cid,val in bc: print cid,val return True def ReadOffset(obj): global storedData data = obj.GetDataInstance() if data is None: return False, c4d.Vector(0) bc = data.GetContainer(storedData) return bc.GetBool(offsetInitializedID), bc.GetVector(offsetID), bc.GetMatrix(matrixLockID) def ClearOffset(obj): global storedData data = obj.GetDataInstance() if data is None: return False bc = data.GetContainer(storedData) if bc is None: bc = c4d.BaseContainer() del data[storedData] for cid,val in bc: print cid,val for cid,val in data: print cid,val return True def message(id, data): if id == c4d.MSG_DESCRIPTION_COMMAND: if data['id'].GetDepth() > 1 and data['id'][1].id == 2: # get the target's matrix target = op[c4d.ID_USERDATA,1] obj = op.GetObject() if target is None or obj is None: return #Get the object's matrix' tmg = target.GetMg() objmg = obj.GetMg() diffMatrix = objmg - tmg offset = diffMatrix.off if not WriteOffset(obj, offset): raise ValueError ("couldn't write value in the basecontaier") if data['id'].GetDepth() > 1 and data['id'][1].id == 3: obj = op.GetObject() if not ClearOffset(obj): raise ValueError ("couldn't clear value in the basecontaier") def GetGlobalScale(m): return c4d.Vector( m.v1.GetLength(), m.v2.GetLength(), m.v3.GetLength()) def main(): followX = op[c4d.ID_USERDATA,6] # Retrieve the object # option 0 all param # option 1 only rotation # option 2 only offset # option 3 only X axis # option 4 even if B is child of A only X option = 4 obj = op.GetObject() objMg = obj.GetMg() offsetActive, offset, oldMatrix = ReadOffset(obj) if offsetActive: target = op[c4d.ID_USERDATA,1] tmg = target.GetMg() if option == 0: # Get the global coordinate of the offset. tmg.off = tmg * offset elif option == 1: # Only add the offset to the target's matrix tmg.off = objMg.off elif option == 2: # Build the new matrix based on the object's matrix and the global coordinate of the offset objMg.off = tmg * offset tmg = objMg elif option == 3: objMg.off = c4d.Vector(tmg.off.x + offset.x, objMg.off.y, objMg.off.z) tmg = objMg elif option == 4: oldMatrix.off = c4d.Vector(tmg.off.x + offset.x, oldMatrix.off.y, oldMatrix.off.z) tmg = oldMatrix # remove the scale by normalizing the tmg.Normalize() if (followX): obj.SetMg(tmg)
  3. I haven't seen a consistent direction amongst the 3D applications. In Maya, the characters face +Z and in Blender & 3DS Max it's -Y, all facing their default cameras. I am still curious why Cinema 4D chose to face -Z when +Z, though maybe less important, makes more sense (to me anyway).
  4. Hello, I'm curious if there is any reason that the Character Object's default facing direction is -Z. It seems more logical to me that if an object is moving forward, the values would be positive and backwards, the values would be negative. Perhaps it is because Cinema 4D's Viewport is looking at -Z by default? If so, why is that? Thank you.
  5. Wow, @FLima and @Rectro, those are some very thorough responses. A very sincere thank you!!! Cloth seems much less scary to me now. I'm going to try all that was suggested and find what works best for me in different situations.
  6. Hi! I'm starting to think more about clothing for my character and I could really use some advice from more experienced users. Here are some of the questions I have. Answers to any of these would be greatly appreciated. Thank you! What's a good rule of thumb for when to model the clothing into the character and when to simulate cloth dynamics? In the case of cloth dynamics, are any of you using Marvelous Designer? It's pretty expensive for me at the moment. Can Cinema 4D's Dress-O-Matic & Cloth Dynamics get similar results? In the case of modeling the clothing into the character, how do you typically handle the body geometry? i.e. if the body is covered by clothing do you keep the underlying geometry and weight both the body & clothing or delete the covered geometry? In the case of modeling the clothing into the character, How would you mimic the bunching of the fabric in the elbows and knees? Pose Morphs? Displacement maps? How do you typically handle ornamental geometry like buttons, patches, badges? So far I have tried Skin Deformers (copying the weights tags with VAMP), the Surface Deformer, and Constraints. I would like to hear others' approaches to this.
  7. I am experiencing lag when sculpting in S22 and not R21: post.
  8. Hello, I'm experiencing a 0.5 second delay with every brush stroke when sculpting in Cinema 4D S22 that makes it very difficult. Here is a screen capture of my experience which is a Sphere primitive (type: Hexahedron) with 900 segments made editable (540K polygons): At the time of this message, I have the latest C4D build, S22.016, and the latest driver for my GPUs. This is happening with my regular USB mouse and my Wacom Cintiq. I have attached screenshots of my Input Devices, Viewport Hardware, and Viewport Display Preferences. I also tested this with Cinema 4D R21 and did not experience these issues: Thank you. System Info: OS Name: Microsoft Windows 10 Pro Version: 10.0.18362 Build 18362 HD Model: Samsung SSD 850 PRO 1TB Processor: Intel(R) Xeon(R) CPU E5-2680 0 @ 2.70GHz, 2701 Mhz, 8 Core(s), 16 Logical Processor(s) Installed Physical Memory (RAM): 64.0 GB GPU: NVIDIA GeForce GTX TITAN Black
  9. @DMcGavran Hi Dave, I thought this year showed a lot of potential. First, it was so cool being able to use the new Cinema 4D features you announced right away. That was much better than having to wait several months. It would allow future presenters to do a live/more interactive tutorial with new features if they wanted. Second, there wasn't the loud noise from other booths bleeding into the MAXON booth which made it better as a viewer (a few presenters did have some distracting background audio though). Third, I thought it was generally better for the presenters to prerecord their presentations because having to share a machine & setup with other presenters often leads to technical issues with differing operating systems, renderers, and keyboard shortcuts. A couple of considerations: I felt the chat wasn't a great tool for sorting the questions for presenters. The questions got lost in the shuffle and were sometimes unclear. My advice would be to have a live question poll system that the audience can upvote rather than YouTube chat. Here are some examples of those tools: Slido, PollEverywhere Also, the networking aspect of the live presentations is HUGE. Artists getting to meet MAXON and each other was my favorite part of these events. It makes this C4D world feel smaller. Maybe you could bring the artists to these events for live Q&A and to meet new people but prerecord their presentations and make it interactive with the Internet like this year? Or you could do new online events with the model used for this year's NAB outside of SIGGRAPH & NAB and change the in-person events' model? Because of their length and technicality, I don't think the presentations grab many new users at these live events. I think they more inspire existing users and help them as a tutorial archive later for Cineversity. Who is going to come into a dense tutorial halfway and understand what is going on? It seems like Q&As, short quick tips, and motion reels would be better for live events for users who aren't familiar with C4D/Red Giant/Redshift - those are much more exciting, inviting, casual, and less daunting to a new user who happens upon the MAXON booth.
  10. Hi @bezo, Thank you for the message and that's a cool look, but as mentioned in my original post, I'm not looking for cases with texture projections. I want them to be one solid color based on the object's texture. Thanks!
  11. @deckThank you very much for this! I think I didn't explain my intention clearly enough: I'm using the sphere as an example, but I want this to work with any object - particularly more complex models like characters and vehicles. I am seeking a dynamic solution that looks at the object's material (or vertex) color at the surface points. The material will not be striped as in the demo either, this was also an effort I made to make it simple. Thanks again for the effort.
  12. Hello, I am cloning many planes to the surface of an object. I would like the clones' colors to somehow sample the color of the surface point on which they sit. With the example I'm using I know it would be easy to use Spherical Projection on the Cloner. I'm not looking for a texture projection, but rather one color. Would this be possible with an Effector, XPresso, or a script perhaps? Here is my scene file: CloneSurface_Texture.c4d Thank you!
  13. The UV improvements are SO GOOD! Thank you, MAXON!
  14. Hi @DMcGavran, the Feature Suggestion form is still down unfortunately. It would be even better to have a way to share ideas with MAXON and the community for Cinema 4D features.
  15. @bezo Hi Bezo, thank you for the reply (nice sketch by the way ) I was hoping I could leave it off, but if that is the only way to get Polygon Snapping to work correctly, then I will turn it off. Thank you.
  16. Thank you for the reply. I didn't drag off the edge of the surface. It was drawn onto the surface and should have stuck to it. I have uploaded my scene file and it's kind of you to offer to have a look. It seems like the scripts I'm using for retopology ( HB Modelling Bundle 2.3) turns on Backface Culling which is causing the Polygon Snap to get confused with not just the Sketch tool but also the Polygon Pen. Polygon Snap.c4d
  17. Hello, I am retopologizing a model for the first time in R21 and Polygon Snap doesn't seem to be as accurate as it was in R20. Is there a new setting of which I'm not aware? Shown in this image are some splines I drew with the Sketch tool with Polygon Snap on. My Stroke Smoothing is at 100%. The strokes aren't smooth and the points are almost always shooting off into space at some point. This is the same when using the Polygon Pen tool. Can anyone advise me on what might be going wrong with Polygon Snap in R21? Thank you!
  18. Updating this thread with what fixed my issue: Dan very wisely suggested exporting the weights and re-importing them. I had to: Save the Weight Tag's joint selection with a Selection object Save the weights from the corrupted Weight Tag (from Weight Manager's File menu) Delete the corrupted Weight Tag Create a new Weight Tag Re-select the joints with the Select object Add them to the new Weight Tag Load the weights (from Weight Manager's File menu) It's a lot of steps, but this worked! It's a LOT faster than having to repaint weights for all of my characters using this rig. Thank you, thank you, thank you @Rectro for going above and beyond! You helped me a lot. EDIT: For those with Cineversity, these scripts made it very easy: https://www.cineversity.com/vidplaylist/cv-weight_scripts/
  19. Hi @Rectro, Thanks for the reply. I cannot share the file on the forum I'm afraid. I tried sending you the file in PM, but I see you cannot receive messages. Is there another way I can send this to you privately? Thank you!
  20. Hello, My rig's Weight Tags have stopped working. I have tried replacing the Skin Deformers, but that didn't work. I have verified that the weights are normalized and when I hover over the geometry, the vertices are associated with the correct joints. I have tried deleting superfluous joints from the Weight Tag, but nothing has fixed the issue. If I drag the Weight slider from 0% to 100%, the geometry goes to the correct position of the joints, but does not move with them. If I add a new weight tag and repaint weights, the Skin Deformer works. This is very undesirable though as I have finished weight painting. These Weight Tags were working previously. What has changed: my rig uses XPresso to disable the Skin Deformers and hide skinned geometry. I tried disabling the XPresso tag and even deleting all of the nodes inside it. In this image you can see the new weight tag working with the boot of the character, but the pants (which are showing weights from another tag) do not move (the other joints in the image are the FK joints from the Character Object, not the bind joints). Is this a bug or does anyone have suggestions for how to get these Weight Tags working again? Thank you. SYSTEM INFO: Cinema 4D R20.059 (Build RB272827) Windows 10 Pro (10.0.18362 Build 18362) Intel Xeon CPU E5-2680 NVIDIA Driver: 441.12 64GB RAM
  21. Got it and thanks again. This way's a lot more hidden than the standalone page.
  22. Thanks for the reply, @kbar. Support is different (in my mind) than a Feature Request.
  23. I was looking to submit a Feature Request and saw that the MAXON suggestions site is no longer up: https://www.MAXON.net/en/support/suggestions/ Does anyone know if there's a replacement? I searched Google and didn't find anything. If user ideas for improving Cinema 4D are no longer valued by MAXON, I really don't like this decision. It seems like most other apps welcome such input. Many user feature requests get implemented! Blender Maya Procreate After Effects
  24. Hello, I have a linear type Spline in a Sweep object. All of my spline's points have hard interpolation. I cannot figure out how to get the Sweep to turn in perfect 90° angles without it twisting. In the scene attached (below), the corners labeled 1 are twisting. The corners labeled 2 are not twisting. I do not understand why and how to control the twisting. The difference I can see is that there is a subdivision between the two Spline points at a greater distance apart. When I add subdivision points using ‘Number’ in my Spline object’s parameters, however, the angles aren’t straight: the corners still twist. I have tried using a rail spline but I wasn’t able to get clear, consistent results with it. I’ve also tried rotating my Spline’s axis, but that didn't work. Can anyone help me to achieve straight 90° corners? Thank you! Spline_Twist.c4d
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