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Everything posted by bentraje

  1. @phildoooo RE: cant work out how to paste the whole code her Uhm. Just copy and paste it? There's also a code icon in the post panel UI that allows you to format the code. RE: go through the list naming in hierarchy Luckily for you, there is already an existing resource for down. This should cover majority of what you need. https://www.curiousanimal.tv/blog/c4d-python-snippet-navigating-hierarchy/ Also. "Python. Hi Am New" is not a helpful title. Please rename it. Good luck.
  2. I have no concrete input but I share the sentiment on this: "I feel a bit stupid as the math just does not add up. " "There is no way I would ever give up my perpetual license that's for sure for 2-3 hundred in savings. " Yea, I mean I don't get what MAXON was trying to achieve. But when I did the math, there is no way the offered discount adds up to your perpetual license. It's been awhile now, but it doesn't even amount to 30% of total payment for perpetual license, correct me if I'm wrong. It's offending. It's obscene. Especially when I bought my own personal copy just last year. In addition, I don't get what's the problem of just having them run side by side (i.e. continuing perpetual up to R22, R23, R24 and the subscription). Same way Houdini and Substance are doing. Anyway, thinking all about it now makes me frustrated.
  3. Correct me if I'm wrong but I think the MyMaxon site has a "release license" feature.
  4. Nice! Browsed the forums and the results are really great.
  5. Since it is somewhat confirmed that it is an R20+ bug, it might be better off to send it to the technical support team. Hoping for the best.
  6. Hi, Somewhat a rant, but wondering if anyone is having the same problem. I really find it cumbersome when I ask the support of certain feature or a problem and they say it isn't available. Better make a request for it. Why can't they forward the message to the request/support team? Like any other good support system. I have to create another "ticket" just for the request, which takes some time since I have to retype my credentials because it is not saved on the site. See reference here https://www.c4dcafe.com/ipb/forums/topic/107382-merging-support-and-mymaxon-site/ In addition, another small detail is when they respond to your query, they do not include your initial message. So you have to keep tabs on your initial messages just so you can refer them in the succeeding conversation. Is it really that hard to attach the initial message on your email? Like any other good support system.
  7. I take it back. I just had a look at it. Indeed, there is a priority issue. Unfortunately, it would be an enormous task figuring how to fix the priority since its already a complicated rig. Fortunately, we have @BretBays here, who I believe worked on the creation Character Builder/Object, correct me if I'm wrong.
  8. I have worked with the Bendy Arm/Leg form the Built-in Character Builder. I haven't had any priority problems. Can you send a sample file for inspection?
  9. @Rectro Sorry for the late response. Was a away for holiday. @Wilsonator I worked with the regular Maya (i..e full version) and not with Maya LT or the Indie (correct me if I'm wrong but the Indie is limited only to specific countries. It's not available in mine). All I know about the difference is the Maya LT does not contain any advance features (i.e. no FX toolset, no C++/python plug-ins, no advanced deformers (i.e. delta mush) ) . Personally a deal breaker for me is the no C++/Python Plug-ins/Environment. You only have to use the built-in MEL. Anyhow, yes Maya has an edge for the animation and rigging tool set. After all, it is first and foremost an animation and rigging software. That said, the main factor whether to choose Maya vs C4D for animation is mostly for pipeline for purposes (i.e. if your colleagues are already in Maya, then use Maya). The logic is it's much more cheaper to buy software than retraining artists. In terms of capability, for beginner and medium rigging/animation tasks. I'm indifferent between C4D and Maya. Both can do the job well. For advanced tasks, Maya easily shines. Don't worry about it. You need roughly 1-2 years of rigging experience before you concern yourself with advance features
  10. RE: What kind of concatenation? Oh. It's because when I performed the op[paramid] beforehand, it gives me an error of AttributeError: Parameter value not accessible (object unknown in Python) So I was thinking of concatenating to op[c4d.ID_BASEOBJECT_REL_POSITION] from op + "[c4d." + bc[c4d.DESC_IDENT] + "]" to get the values. I'm not sure if I'm making any sense lol.
  11. @MighT Thanks for the response! Your code works as expected. The missing link I was looking for was the ".id" part. Yea, the BaseContainer/DescLevel/DescID etc is a bit confusing. I really hope there was a graphical presentation in the documentation. For instance, I took me a while to realize that base container can contain other base containers too. My main purpose is just to store and restore values. Thanks again and have a great day ahead. P.S. Based on your profile, I think you were previously an SDK specialist or something and moved to another job. Hope you are having a good time. Thanks for all the posts you did in the old forum. I find some nuggets there every now and then.
  12. Hi I can iterate the parameters and their ID using this code from the documentation: import c4d def main(): if op is None: return description = op.GetDescription(c4d.DESCFLAGS_DESC_NONE) # Get the description of the active object for bc, paramid, groupid in description: # Iterate over the parameters of the description print bc[c4d.DESC_NAME] # Print the current parameter name print bc[c4d.DESC_IDENT] # Resource identifier, e.g. ‘ID_BASEOBJECT_REL_POSITION’. if __name__=='__main__': main() 1) Is there a more direct way of accessing the values like c4d.Values and be done with it? With the code above, I'd have to perform some concatenation such as op["c4d." + bc[c4d.DESC_IDENT]] or something like that. 2) The above doesn't' work with custom user datas as the c4d_DESC_IDENT is zero. Thank you for looking at my problem I think I have asked this question but I just can't seem to retrieve the thread. Sorry about that. Lol
  13. @FLima RE: bendy bones Indeed, this option is convenient. However, with this high level option, it comes with a price. You can't customize it per se. You are stuck with the provided options, which might be what you want. Problem comes in when you merge your custom tools with the built-in high level tools. It is either you will confirm your custom tools to the existing one or create an entirely new bendy bone system. Anyway, to be a technical artist, you need to learn both. RE: I feel that the weight paint and bone Hmm. Personally, I still prefer C4D. Correct me if I'm wrong there is no built-in way to export/import weights in Blender. You have to write a script to do it. You can't also import curves in Blender from other software. So for instance, you already made controls from other DCC and want to port them to Blender, you basically need to recreate them from scratch RE: C4D Object Manager. I agree. Blender 2.80 outliner is counter intuitive. That said 2.81 Outliner is way, waaaaaaaaaay better
  14. @FLima I have rigged some Blender models in the past month since client is a Blender user. All I can say is Blender should remove the "modes" on rigging/animating. It's annoying. I have a rant on it on the Blender forum, so I made my peace. Other than that and mograph, Blender is pretty capable. Animation playback in Blender is relatively fast because it uses only one animation data for the whole rig/armature. So it will only load one data for the whole rig rather than several data for the whole rig. That said, it has its own separate API, so it becomes cumbersome not to the end user but to the technical artist (like me). Ugh.
  15. @FLima RE: and not being able to animate 3 characters simultaneously withouh having to enter in their own pose mode. Have you tried disabling the Edit>Lock Object Modes?
  16. By the word "weight", I assume you meant joints. The answer is no. Splines in C4D can't be weighted by joints unlike in Maya. Buy if you are after "spline rigidity", sure you can. Increase the Stifness AND the steps and iteration in the advance tab (very important)
  17. Well, I didn't buy XP for the RBD simulation too and perhaps majority of the people. The problem is XP doesn't necessarily interact with the C4D RBD system. So for some scenes, you need to use the XP RBD system rather than the native RBD system.
  18. Realfow is mainly for water simulations but can also do rigid/soft body simulation. At least for the main Realflow software. The main flaw of XP's rigid body system is its particle based. It's ridiculously slow. Having a bullet system or any tried and proven system should be more viable. Look at the forum. It's littered with questions with rigid body problems. It works with "non" conventional applications which is the forte of mograph but other than, its a pain.
  19. I used to get crashes on the beta release, but not so much on the stable release. The thing is the plug-in (not limited to xParticles) will always crash when there's too much memory. And as you sim crazy scenes, there will be too much memory to handle. That's just a limitation. Same goes for realflow. Although maybe not so much for TFD because it uses GPU? Not quite sure about that. Anyhow, I have the same sentiment with their forum. There's little to no intersection. It's as if an afterthought. The discord is active but it cannot be referenced. What happens if you want to go back to a previous issue? Scroll through the messages? God, that's awful. The technical support works as expected but I still prefer the forum so it can be reference not only for my sake but for others as well.
  20. Thanks. Good to hear the XP maintenance is included
  21. RE: Joints and controllers are done so I wanted to use a pose morph tag to make different face expression poses. You can do that with posemorph tag but its a bit clunky as the poses stacks up. Try using the Nitropose Plugin
  22. Hi, Just had a problem of this today. You can retrieve the any particle data using the "GetParticleData" Expresso Node. You just need an Emitter input with the corresponding ID and output your intended data (i.e. particle position)
  23. RE: I want to set up passes where a specified objects primary rays are ommited from a render, but it still provides secondary rays to what is being rendered. Not sure if I understand. My assumption is that the "primary rays" mean camera rays and "secondary rays" are GI, AO, Reflection etc. In that case, just add a "Compositing Tag" and untick "Seen by Camera". If you are using a third party rendering plug-in, that will require other steps.
  24. I think the demonetization is temporary. Hopefully, it gets better in the coming months.
  25. Have you tried the Preferences>Interface>Insert/Paste New Object At parameters?
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