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Rectro last won the day on June 3

Rectro had the most liked content!

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1,185 C4D Cafe High Order Member

About Rectro

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    Cafe Samurai

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    United Kingdom
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    Alpha | Beta

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    Intel 5930k

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  1. Thanks, I like the night and day mode, that very good option to have.
  2. All sounding pretty good Igor. You have already done a awesome job to where it is now, look forward to seeing the new colour themes. Dan
  3. Hi It looks to me like its just the Dynamic IK. You have some adjustment in the advanced tab of the dynamic IK. Other than the frame update I cant see any issue. Once you turn off Cmotion and play or scrub the time line once the eyes revert back to bind position. In case this is your issue here is a thread on the subject https://www.c4dcafe.com/ipb/forums/topic/67779-dynamic-ik-priority-issue/ Dan
  4. Hi You didnt mention if you have User Data Sliders? The chances are you may have an expresso already in use in which all you have to do is pick the Range Mapper ad change the Output Upper to a higher percentage. When the slider reaches 100% the morph could be at 400% if you choose. The other way is to edit the User Data slider and increase the Max value past 100%. Range Mapper Math node: See file attachment. Dan Range mapper stronger morphs.c4d
  5. Hello Sol, welcome to the cafe. Its easier than you may think, just learn one bit at a time and your soon be creating cool stuff. Dan
  6. Here is video explaining the issues, and some options to move forward. Dan
  7. Thank you. that helps a great deal. So depending on what results your expecting would be as to what I would advice. In general you have a number of issues that may cause you problems depending on what you after. 1: The mesh is made of all Triangles, this is not ideal for SDS but in this case you may get away with it to some degree 2: Poles. these are 5 or more polygons that share the same vert, this offers bad deformation and smoothing during render time, more so on curved surfaces. 3: Your Uvs are overlapping so you cant apply any maps that use Uvs. As your texture does require UVs to the way in which its set up this wont work for you. I will make a short video showing this and more to get you moving forward. Dan
  8. Show the wires of the object please, looks like you got some bad topology there? If this is the render result then upp the sub d level for displacement. Also add a SDS tag, your get a idea just how much you need to divide it from this and the expected smoothing results. Dan
  9. Hi. When you say low, just how low are you talking about? It good for the object to hold its own volume. Assuming your using C4D own native render engine you need to enable the following options. You may find you need more (Subdivision Levels) to get it smooth and detailed. The Height and Strength speak for themselves. Generally you keep it 100% strength and alter the Height. If your sculpting within C4D all this is set up or you when you bake it. Dan
  10. I mentioned it as maybe they could do something, have you contacted them, dont hurt to ask? Dan
  11. Thats right, thats just what he has going by the screen shot. The render engine can only render one at a time. When you say "you just got" do you mean literally just got as there is a deal in just 3 days with 30% off? Dan
  12. Hi As the bend needs to be across the toes the geometry topology needs to reflect this. Now if Mixamo can produce the right combo of weighting and joint placement there should be no reason why you cant save the weighting from the weighting manager and apply it to these joints at the foot. Keep in mind the joints have to be exact where the mixamo joints where. (Axis Snap) You can also use the new Mixamo character template to copy weights between two mixamo characters. Use either Delta Mush free pluging, smooth defromer or in combination with PSD morph corrects to aid the defromation. Dan
  13. Hi If you upload the file I can check for you. I have RS from 2.5 up to 3.16. Dan
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