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Everything posted by bentraje

  1. Cool! Keep it up! Forum is getting better and better with each iteration.
  2. RE: "Do I need to put in a new spawning emitter for each duplication level " I think so. You can also choose "Nearest Particle" question for a more dynamic effect.
  3. I'll second this one!
  4. How about using a pose morph? Then sculpt on that pose.
  5. RE: move my controller straight up to make the character smile ON BOTH SIDES Yes you can. Don't use Driver T ag. Use xPresso. RE: Is there a way to merge two poses (i.e. smile left & smile right)? Don't do it. That's relatively bad workflow. Just use the xPresso
  6. Well, the forum does contain useful information :)
  7. Just to be upfront though, learning a python language and learning C4D Python API is somewhat a different skillset. For instance, if a TD spent 5 years in Maya Python doesn't necessarily mean he can immediately pick up C4D Python in a week. Anyhow, thanks for sharing!
  8. All credits go to the Scott Ayers. Attached is a plug-in. After installing, you'll be able to select a folder and all OBJs in the folder will all be imported. batch_importer.pyp
  9. Hi All! Thanks for the response. Yes, I'm going after a stylized look. Looking at it now, I guess I need to make the legs a bit shorter (but not necessarily stubbier), as pointed above. The character just doesn't look like muscular with the smaller shoulders anymore compared to previous iteration. Wdythink? I'm happy with how the accentuated hard edge accents look in the chest but I'm not sure with the shoulder. Also not sure with the other flow (red lines) of the silhouette. If you have time, can you look over the revised character below?
  10. I have no direct solution but have you tried checking this comprehensive tutorial?
  11. To be honest, for licensing queries, you should contact MAXON directly.
  12. Gotcha. Thanks for the response specially number 1.
  13. Hi, I'm trying to create a character with a muscular built. Thank you for your feedback.
  14. Thanks for the confirmation @Cerbera and @Hrvoje. I'll put this thread to rest at the moment.
  15. Hi, Is there a way to store an axis orientation of an edge, then restore that specific orientation when selecting another edge/points/face? Currently, when you select another component, it changes orientation. Is there a way around this? Thank you for looking at my problem.
  16. Under the timeline window, Function>Key Reducer
  17. Thanks @Cerbera Works as expected. @3DKiwi for the win! Have a great day ahead!
  18. Hi, Is there a way to align rotations based on an Edge properly? I used to do it manually but this time since it is for an Archviz, I need to be accurate. Here is an illustration of my problem: https://www.dropbox.com/s/j6rqbvokopn3b6h/c4d084_align_angled_rotation_properly.mp4?dl=0 Is there a way around this? Thank you for looking at my problem.
  19. Perhaps, you're actual normals are not set-up properly (i.e. there are edge breaks or so)?
  20. Cool! MAXON is being aggressive. Isn't this the first acquisition of MAXON (since maybe Thinking Particles) ? Correct me if I'm wrong.
  21. @cinomadic Can you send a sample file for the IK spline set-up? I'll try to check on it.
  22. RE: . . . which isn't possible with the IK spline tag. I agree but this is a small price to pay for stability. I reckon that this is for lip rig. To be honest, the twist on all axes, while certainly cool, is not that value adding. This is based on my experience of having a true "Ribbon" rig from Maya. By true, I mean being a nurbs surface and not a poly surface. Lips tend to move fast and if there are kinks it can easily smooth out with a SubD modifier. Even if the lips move slow, you are bound to adjust it manually anyway. RE: Xpresso rig Basically, just a PSR and an aim constraint hook with an expresso.
  23. Hi @cinomadic Just checked the file. I could be wrong by this but the way I see it, the priority lag can't be solved on this case The skin deformer is mainly used as a driven object. You are using it as a driver object. For example, the Ribbon geo is a driver object. It drives the mini controls and ultimately another skin deformer. What I suggest is to drive the mini controls, try to use an expresso or an IK spline tag.
  24. Good luck to anyone entering! FMX presentations (on youtube) are always a delight to watch.



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