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Everything posted by bentraje

  1. Hi, Is there a way I can retrieve the memory footprint/usage of a selected object, say a Cloner? I can check the overall memory usage by pressing Ctrl+I. But I expect heavy troubleshooting in an upcoming project. As such, I need to retrieve the data per selected object Regards, Ben
  2. Hi, Per documentation, Unity can import native C4D Files. Problem is it gives me this error: Cinema 4D converter plugin installation failed. Please run Unity as an Administrator to have the plugin installed. I already run it as Administrator. Still, I get the error message. I keep looking where to download the "converter" plugin so I can just install it manually. But I couldn't find any. Any thoughts on the matter?
  3. RE: just found out that it won't let you use your own hdri's Yea, that's just bummer. I don't get what's the point of this thinking. Anyhow, you can use your own HDRI, you just need to trick the plug-in in doing so. (Obviously, I can't reveal it here. Probably against the rules? ) Although that was in the early version of HDRI link. I'm not sure with the current one. That said, Cycles4D has a built-in HDRI link system. So If you are looking for a 3rd party render engine, its worth looking into.
  4. I like Blender. I also used it casually even before 2.8+ What I don't like it is its rigging implementation. It's too rigid. Hope they get rid of that "Edit Bones" and "Pose Bones" modes. They also don't have a real-time python compiler or something. (C4D equivalent is Python Tag or Python Node). It will be implemented using animation nodes but its not yet for production use. So far, I can take risk on Modelling, Shading and Rendering in Blender but I can't for Rigging.
  5. @C4DS Thanks! Works as expected!
  6. Hi, Is there a way I can set UV for a non-square texture map? For instance, the texture is 512 x 2048. I want to set it 512 x 512 and just slide the UV tile vertically? I understand that a straight forward way would just be to separate the texture to 4 textures, but there are quite a lot of them. So I was thinking of just "sliding UV" tile. You can see a sample of the texture map below. Regards, Ben
  7. Ditto. As vindictive as it sounds, I hope a poster cannot create another thread if he has more than 3 "unresolved" threads. Though, I don't really ask for "Thank you" per se. I just want how the problem is resolved since I might encounter it in the future. It also irritates me when poster doesn't post a screenshot, screencap and file when it clearly requires one based on their question.
  8. 1) How can it leave the hand to hit the sculpture? The old but effective method is have two version of the stone. One where it is parented to the hand. One where it is not. Then just switch visibility when the stone leaves the one. Animation is all illusion 2) How can i make this as realistic as possible in terms of gravity, force, pull and having it hit the sculpture? No offense but the question is like asking how to write an essay. Learn principles of animation. Then asked specific frame by frame scenarios if you are still having problems.
  9. @bezo Thanks for the workaround. Works as expected. I really hope the "Double Click to Select All" Function gets implemented also to the hair spline.
  10. Hi, I'm trying to restrict my hair tools to only selected points. But its a bit cumbersome to select all points manually. Is there a way to select all points of a specific hair spline? For instance, like double clicking a point of geo, then all of the points of a geo are selected. I tried the the "Select All" command but it selects all points of all the splines. You can check the illustration of the problem here: https://www.dropbox.com/s/3pdongnnf851380/c4d246_select_all_points_in_a_single_hair_spline.mp4?dl=0 Regards, Ben
  11. Thanks! Just had a look at the site. Yea, I guess the more reliable route is to set-up another render for light 1) The beauty render 2) The affected object mask render 3) Another render with only the affected light enabled 4) In the compositing page, deduct #3 with the #1 with #2 mask. 5) Downside is you can't see it in real time which is a bummer. The problem with the light path node, correct me if I'm wrong, it accept any path rather than have a specific object or object list. For instance, the "Is Diffuse Ray" would actually do the job if it has a next condition such as "Is Diffuse Ray from a Specific camera" or some sort. I'm just thinking off the top of my head hahaha RE: Do you have any interest in downloading these? I would but I won't be able to check them immediately since I'm in a middle of the project So it will be for safekeeping or future study. BTW, here are also other Blender Resources: https://blendersushi.blogspot.com/ It's a bit unorganized but it has a lot of useful infos. The Blender Node groups in the Facebook group are informative. They create shader networks that resembles what Unreal or Substance Designer can accomplish.
  12. @teknow BTW, have you tried rendering in Cycles? Is there a way not to light an object from a specific lamp? Or does this go against the unbiased nature of Cycles?
  13. That's really exciting! Makes me droll.
  14. Apologies for bumping the thread. Pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease. Fix the support system already. I have to retype again and again my myMaxon ID, OS, CPU, GPU. All these redundant credentials. If it's not possible to merge the support and myMaxon site in the near future, at least have some profile saving function so we don't have to retype these trivial data.
  15. @teknow Thanks for the info! Adding it to the watch list.
  16. RE: Unfortunately the loop feature is not available for layers. Yea, unfortunately this is the case. Anyhow, the usual workflow for adding breath controls is to create an oscillating user data control whero 0 is off and 1 is on. That way with 1 it loops indefinitely. There is no need to modify each controls unless the animation requires a distinct breath such as catching his breath after a fast run.
  17. Yea, the motion system tag is what you are after but you don't need to convert it to a motion clip or meddle with its NLA feature. You can just add the tag, add layer. animate. add layer. animate. etc. Also, animation layer is somewhat a polishing tool. The animation/motion layer and not the motion clip/NLA part. Basically, create your base animation in the first layer for about 80-90% completion. And use animation layer to adjust tweaks that is harder to implement on the base animation because of the existing complexity.
  18. Just some additional thoughts. If you want to do it on a per vertex velocity (currently you have it at per object velocity), you can use xpVertexMap Maker, where it generates a weight map with specified vertex velocity. You can then use map to isolate the emission.
  19. 1) All of the problems you mentioned is solved by Motion Builder's Human IK and also ported over to Maya's toolset. So, if you can include "Human IK" in your search, that would result to some math-specific problems. Just for starters, just search "Human IK retargeting" and you'll see what I mean 2) Here is also another retargeting theories by a working professional: 3) If you also want more retargeting theories, you can check presentations in the Game Industry. As you might know, semi realistic games have a lot of mocap and so have a lot of retargeting tasks. You can check this one although it is not solely related to retargeting: 4) Search "retargeting" in tech-artist.org and you'll probably get more useful results than in google.
  20. @teknow Interesting! Thanks for the heads up. Looking forward to fiddle with it once I get time.
  21. Thanks for suggestion. If my other options doesn't work, I might bit the bullet for the 3D Coat, Anyhow, Topogun seems to be releasing Version 3:
  22. Hi @Rectro Thanks for the confirmation. So I guess there is currently no decent option in C4D, even on plug-in. RE: nobody has come up with a new retopo plugin or software as Topogun Once Maya acquired the Modelling Toolkit (a separate plugin), there was no need to use Topogun. Afterwards, 3DS Max also overhauled its modelling snapping algorithm (i.e. more like shrink wrap but again real time). And Blender got helpful plug-ins to help on topology (although, paid). I've used Topogun before and I agree it was a zen to work with. I particularly like the black and blue edge and polygon shading.
  23. @teknow Thanks! Will look it up. I initially thought animation nodes are for mograph stuff only so I didn't try to bother. What I was aiming to do is to create driver and driven relationship using python as the usual driver/driven editor is a bit cumbersome for multiple objects. It's hard to maintain.
  24. Hi Cerbera, I tried the HB Modelling at one point, as I remember, it's also not interactive. It still uses C4D's shrink wrap deformer and just automates the switching on and off. It's hard to position some points since when you turn the deformer back on, it may nudge to other position. Yea, I don't mind buying other plug-in if a solution exist. Currently, I have to go to Maya or Blender for this process.
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