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Everything posted by cinomadic

  1. 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/
  2. 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!
  3. 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
  4. Got it and thanks again. This way's a lot more hidden than the standalone page.
  5. Thanks for the reply, @kbar. Support is different (in my mind) than a Feature Request.
  6. 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
  7. 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
  8. I found the Snapping settings in the Move/Scale/Rotate tools. I am curious: Why is Snapping unavailable for the UV Transform Tool?
  9. I heard that UV Snapping was implemented in the Editor in R21. Do you know how to get this working? I can create a separate thread if that would be better.
  10. It did! Here's another clue for the UV Editor slowdown: The Display Tag has Ghosting Enabled. I emptied the Cache and the UV Texture Editor performance was much better.
  11. I'm glad you found the major issue. I am eager to hear what you find about the Display Tag. Thank you @Igor!
  12. @bentraje I do use step keys, thank you! With regards to the video & script, I could, for example, animate on 1s for frame 0-5 (24fps), 2s for frame 6-10 & 16-20 (12fps), and 3s for frames 11-15 (8fps). I could set up the Render Settings with a script like this. It may seem like a lot of work, but with a complex scene it would be great to cut out unnecessary renders (in this example it would be 14 frames instead of 20).
  13. Sure and thanks for the reply. I didn't know if it had anything to do with my scene assets, so I uploaded them too. Sorry it's such a big file (300MB). R21 Scene I did notice that a lot of the lag was because my Skin Deformer was enabled. When I disabled it, it was more responsive, however, the move/transform would stop or become erratic after dragging a UV Point around a bit. I also still cannot get consistent results when double-clicking a UV Polygon for "Select Connected." Finally, I experienced a crash when reorganizing my hierarchy after using the BP UV Editor.
  14. While it won't affect playback, a script like this will help me get what I'm seeking:
  15. Hello, Is anyone aware of a way to animate the frame rate in Cinema 4D? Similar to 2D animation, I'd like to fluctuate between animating on 1s, 2s, and 3s without having to render all 24 fps. Thank you!
  16. Hi, I downloaded R21 today to try out the new UV Editor enhancements in R21. When I tried using the UV Transform Tool and Move Tool, I experienced very long lag. I also was unable to double-click the UV faces/points to Select Connected. Here's a screen capture: My system is: Windows 10 Pro Processor: Intel(R) Xeon(R) CPU E5-2680 0 @ 2.70GHz, 2701 Mhz, 8 Core(s), 16 Logical Processor(s) RAM: 64GB GPU: 4x NVIDIA GeForce GTX TITAN Black Any ideas what's going wrong? Thank you!
  17. Hello, Is there a way to export only the current LOD level to Alembic? Currently in my project it exports all levels. Viewport Alembic Test.c4d (sample of LOD export) Viewport Alembic Test.abc I see the option for exporting Selection Only, but I will need to export many LODs. Thanks,
  18. Thank you for the reply, @Igor! I hope the solution makes sense for what was going wrong.
  19. Found the solution in the Materials tab. The pencil icon should only be active for the Material to be affected.
  20. Hello, I'm trying to fill the layer on one of my object's textures. Bodypaint is filling this layer on all of the objects' textures I chose when I ran the Paint Setup Wizard. Is there a way to only fill the active object's texture? Thank you!
  21. @Lumpi From my understanding, MSAs (depending on when they were last renewed) will get R21 and will be offered a conversion to subscription (losing the perpetual license).
  22. I just talked to Dave and (from my understanding) he said emails will be going out to perpetual license holders using recent MSAs. We will be offered discounts for switching to subscription licenses (pretty sure that's right). MSA users will be getting R21, of course. I didn't get much time but I'm glad that's been considered.
  23. Same! I just renewed mine. I will try and ask someone at a break.
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