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Everything posted by Rectro

  1. Points mix-up

    If the controller in which the PSR constraint is assigned to does not already match the position or rotation of the joint then you must use the feature called Maintain Original in the offset tab of the PSR constraint, this is the only thing that will distort the mesh under them conditions. Any other distortion is down to weighting. Looking at the images again I see your refering to the bottom outer teeth pointing in slightly. I deleted all constraints and see the bottom outer teeth are indeed still pointing in so this is not a constraint issue. When I first looked at the file I thought you intended the bottom teeth to be different slightly to the top and was looking for fault in the whole movement of the teeth which works fine. If you turn off the skin and the mesh returns to its correct shape then its a weighting issue. If you get the weight paint tool and put it to smooth and brush over them verts that are out your see them move. Look at the file I quickly done this too. I only had seconds to do it but your see its a weighting issue. The other confusing things is as to why you need two joints for the teeth, do you intend on bending them at some point? The teeth just needs to be weighted to the head for the upper teeth, and the jaw for lower teeth. You do do this all you need to do is weight the selected teeth 100% where there is no room for error. Normaly teeth dont have constraints to them but assume you are doing this for a reason. Again if in any doubt what the distortion issue is turn off the skin object and if the issue goes away you have weighting issues. If the object as a whole changes orientation or position when you apply a constraint then its because the controller does not match the PSR of the joint in which case you use Maintain Original from the constraints tab settings. Dan tubo 2.3.4-new.c4d
  2. Human Foot animation

    Hi Yes you can make what you want with the muscle system, it also has a material for it so it looks more realistic. You can shape 3 different stages Relaxed, flexed, and extended. The only thing with this system is it has no tendons so your have to fake it a bit. Dan
  3. Points mix-up

    I'm a little confused as the file you sent works. Send me a file where it don't work. In either case it's a simple fix using the weight manager. Dan
  4. how can Blender be free?

    Well what can I say, Blender is doing it, and doing it well, and the hair shader looks dam fine I think its time to start learning Blender over next 2 years. Dan
  5. Points mix-up

    Hello Iv looked at the file and cant understand what the issue is? You have a controller for upper teeth and one for lower. When I move the controllers they move the teeth fine. The way I normally do it is quite simple. I keep the upper teeth separate geometry from the lower. I weight the upper teeth to the head bone, and the lower teeth to the jaw. Dan
  6. C4D R20 - what do you guys expect?

    Photogrammetry would be cool, that brings 2D into the 3D world. Thanks for the info. Dan
  7. 2D image to 3D

    Hi If its going to be for a back ground asset like for a game then as @deck said displacement or normal would be the way to go. If your a good digital sculptor you could bring a good quality image into Zbrush and project the image as a basis to start manual sculpting but depending on how close your going to get is how much time and skill your going to need. Substance Image to material generator would get the best of whats possible from a single 2d image. https://www.allegorithmic.com/products/bitmap2material Dan
  8. Hi How are you changing the cameras? If your using the Stage feature to change cameras then you need to have Stage active then that will take over. In the view port top left in the camera menu you have default camera, when this is selected you will view the position to according to what is selected such as perspective, front, right, left e.c.t, however when you have a camera selected that you have added to the scene you will be looking through that camera. When you use the stage object which is within the extended menu of the floor object you can then choose this to change between cameras and have only this stage camera active. Without looking at the scene I can only assume your using either the stage object camera or individual cameras at this point? Dan
  9. Unfortunately that dont seem to work that simple. Turn the skin tag/s off , scale the woman clothed in Object mode, then turn the skin back on the mesh is messed up. You do have to set the bind pose for every single weight tag, there is quite a few to select, reset bind pose just puts her back to her default scale again. Dan
  10. MAXON brings new CEO on board! New Future!!

    There are many programs that deal with character focused work and your right as I well also know Maya is the app of choice, but there are many reasons that is the case and its not just because its better, but because the industry has adopted its workflow, invested allot of money into scripting, and training. The grass is never greener on every patch of the turf for other software equivalents but there is a devide as why someone goes between either C4D or Maya. So back to the initial point that there are many programs out there that is dedicated to character work. There is a defining point between high end tools for professional results, and serious hobbyist, to generalised hobbyist that dont have these high end expectations and are happy to play. They are all valid in their own right but the cross over point is between the serious Hobbyist, freelance Professional, and full time professional whom works within a studio. I know many whom fit within both the serious Hobbyist and part time professional freelancer where 3D is not their sole source of income yet both for their own personal serious Hobby in making higher end industry quality art, and the odd freelance work requires the same quality outcome yet this cant be done with just any tool. The time and money it takes to get very proficient in a app is significant, the on going cost to keep a subscription alive only when you can afford it, or have some work pushes out the serious hobbyist, nobody can keep the cost of Maya for personal work, and that is where C4D fits in. C4D has a artist friendly ease of use that you do not get in Maya according to many I know whom use it, Maya is very complex, very expensive to keep up the maintenance costs in which you need to be earning from it regularly to keep its costs going. Peoples circumstances change such as income, bills, health, age and if one had in the past times initially invested outright in a perpetual licence when their circumstances where much better then they still have that perpetual licence for life giving them the same tool they know well, still being able to produce great art work, and get the odd job. While Maya may be the app of choice for character work, its not a ideal choice for many because of the above reasons. Dan
  11. Hi First of all why do you want to scale it, its set up correct for the lighting, dynamics, and materials in C4D.? The best way is to copy the object into a new blank scene and use the scale project from the edit menu, copy and paste it back into your original scene. If your original scene has nothing else in it such as props or other objects then just scale that scene using the same method, also handy if you have other objects in scene that you wish to scale with it. In the project scale your have a (Current scale) and (Target Scale) I find it best to get the scale on the Y axis of the current object such as the rigged character, or make a cube the same height. Once you get that Y axis then you put this into the (Current scale) field, this way when you type in the (Target Scale) field you can scale as you choose such as if the character was too large like 550mm and you wanted 170mm these would be the two figures. Dan
  12. MAXON brings new CEO on board! New Future!!

    Modo is a awesome modeller, I hope C4D exceeds it one day, and offers as good of a solution to its topology tools, but to do that it needs to develop very fast. The good thing is unlike when I started back in 1993 there are free alternitives such as Blender, Sculptris, Gimp, Natron to give a hobbiest some awesome tools. Dan
  13. MAXON brings new CEO on board! New Future!!

    I think if r20 for the most part got some serious core speed ups, then its something that everyone will benefit from. Im with you on the priorities and lagging animation. Because C4D is a work horse, and is so diverse in its application its without doubt that not everyone will get what they want from a single update. The more a user invests into plugins, then less likely MAXON can deliver on features that will exceed, or even meet a dedicated plugin or application. Im one of these users that stands to pay the highest price to keep C4D going, while gaining the least as Im into character work, and have a set of plugins or apps thats replaced the render engine, Uv editing and sculpting. Being iv seen nothing that matches Vray, or Arnold outside the realms of hard surface objects, or speed I cant see Pro Render ever being used by me as of yet iv seen nothing that impresses me from it from other applications that use it. View port enhancements Im all for that, id like to see much better hair visualisation in the view port for instance. This could well be my last year of updates so it would be good to finish on a high, thats if I can even afford this year. Dan
  14. New Personal Work

    Scary . I like to lighting, and style. It it where mine I would emphasise on the anatomical structure to solidify it more, such as where the feelers insert, and how each segment is joined. I can see some nice hard surface structures across the brows toward the nose. The eyes would look super nice if you where to apply a honey come bump over a high gloss black. Keep it up. Dan
  15. Correctional PSD

    Where did you get that info from about new update? Thanks, Dan
  16. Correctional PSD

    Yes this is to be expected no matter what app you use as the pose morph is based on Vertex position and the Vertex position requires the point order to remain the same. As soon as you add or take Away geometry the point order changes while the same Vertex points still get moved so the morph is not doing anything wrong only the Vertex points number is in a different location on your model and looks like it's messed up. The only fundamental difference between a pose morph and a PSD is that the morph is driven by joints in both cases they are using the Vertex position which is exactly the same way as maya blend shapes and Z brush does things. As regarding the PSD morphs not functioning when when rendering out animation that is an out and out bug that was confirmed with MAXON not so long after our r19 was out. Dan
  17. Make sure that when you apply the Chequered texture that it's been applied using the UV mapping not any other projection mode. If I had no intention of making this as an asset to be used outside Cinema 4D and the service and base colour is the same all the way around with only a couple of texts prints then I would simply apply a single material to the whole object and then project some decals on the front side and back but that's only if I had no intention of using it as an asset for the future outside of Cinema 4D. The easiest thing to make sure that you are looking at a proper uv tiled texture is to use not a procedural checker but use a texture map applied to the diffuse colour channel then you know that's the map has been applied using your UV mapping coordinates. I'm not at my computer right now but from memory if you go to the difuse chan ,surfaces of your material and select Chequered and make sure that the that the u and v have the same number in its field that's say 12 by 12 then open up the UV view in cinema 4D and you should find that when you move around the UV Islands or scale them that's the texture should move and scale at the same time if they don't then you know that the Chequered texture is being projected. Dan
  18. Hi If I where to use projection based texturing then the seams of the topology must be right where I want them between each side, then a selection set can be used, all Uv islands must be 1:1 scale in relation to each other, but If I went the UV route which I tend to do as I want to save the asset out for use in other software then the key things Id take into account are as follows. 1: Unwrap so that there is almost no distortion in other words all checker textures are of equal size and shape. If need be id split the sides where the sides have different textures otherwise id leave them connected. It also goes without saying that there should be zero overlapping Uvs. 2: If you do split the model into separate Uv islands your want to keep them in 1:1 scale if the textures are the same scale on all sides such as if you have the same font and text scale on more than one side. The 1:1 scale means that the scale between the front, side, top and bottom should remain the same in relation to each other also on the UV map, this will be evident when there are larger checkered squares on some parts than others which means they are getting less pixels than islands with more checker squares. You can of course have a Uv island to have more space than other islands by choice in order to get extra detail into that area, but you need to be aware that the other islands will have less pixel space, hence less quality. This is in part why I try to keep the whole model connected as one single Uv island if possible as it it helps me get the texture more consistent across the whole model with less seams, less issues. Dan
  19. Correctional PSD

    Hi Adding or taking away joints is something that iv not done after creating PSDs, but I would assume that at the time a PSD is created it takes into account the weighting information at that time so it can assess how the morphs are applied to a joint. This would seem the case if new PSDs work after adding mre joints, yet old ones dont. While I cant provide a answer to the problem, I would say avoid that workflow at all costs. Get the character rigged, weighted and use PSDs as the last resort. As a forewarning in case your not aware, PSD morphs do not render during animation, you need to bake the whole animation untill MAXON fix it. Dan
  20. 2000's Max Payne model look

    There are a few routs you can take, the easy one and the more difficult one. Easy route: If you wish to change Max clothes then your better off with using dynamics to conform the clothes to different poses otherwise your be creating 10 lots of clothes. DAZ3D will let you pose a base character, it may even allow cloth these days, but DAZ3D is the easy route if thats the case but id use Marvelous Designer myself. You can get the face the way you want, build and keep going back to changes poses with a already rigged figure. Harder route: This is the manual way, and thats to either get a pre made mesh like from DAZ3D and do your posing in C4D, or make your own mesh from scratch. Being that these are rather low polygons characters that shouldnt be hard depending on your experience in modelling, but your still need a reasonable topology for the limbs to deform correct with each pose, this will set you back some time as your need to either rig him via mixamo fast option, rig him with C4D character tool, slower but more control, easier to pose, or rig him manualy, much slower but your learn more. Changing clothes for max would mean you conform a single jacket via dynamics still, C4D can do this but not well, again Marvelous designer all the way as I would make and drape the clothes within there, this can save much time. You could make the jacket once, then import different poses into Marvelous Designer with the clothing conforming to him with all creases, and drape to look realistic. The demo version may not be too limiting so you may get away with using that. Which route you take is up to you, for speed DAZ3D export a T pose, then all your other poses. Use T pose in Marvelous Designer to make jacket and update the poses in there, job done. Bring the jackets back into C4D for texturing and rendering. Experience for a beginner learning id make my own character, uv map him, and use the character tool to rig him, and pose him. You could try to use C4D own cloth dynamics. Id make the jacket separate and keep the rest built into the base mesh including shoes, and paints. If max is to have the same jacket on all the time then build the jacket into the base mesh, and rig the jack part that hangs off the body so you can pose it manually, or even use dynamic Ik joints. Dan
  21. 2000's Max Payne model look

    Hi Whats the target medium Video animation, Game, Still image? The modelling route will depend on what the target medium is. For Video you will need to take into account the actions he will perform so a certain construction will need to be used to attain best deformation during animation. If this is for video you can get away with more polygons than for games. If its for games then you follow the same rules as for video only your keep a eye on how many polygons your allowed to have for the target game engine. In this case I dont think that will be a issue as its a rather old game, but iv seen some use highly dense meshes when trying to rig and animate and it dont end very well. As far as clothes go depending on how many character you want to make and if the clothes are to be dynamic in some way is to the route id take. The two top images can be the same model slightly modified with the clothes built into the modelling of the character. The rest is down to texture work. For Max Payne id use the base model from one of the other guys and build him from that. Again depends on if Max will have different clothes on in other scenes, or how dynamic is to if Id build him with the clothes as part of the same geometry as the body, or not. In all cases id take the target medium into account. Dan
  22. MAXON brings new CEO on board! New Future!!

    I hope to see MAXON start to implement some of the plugins that have been needed up till this point, as its not just the extra cost of them plugins, but its the yearly maintenance that all adds up on top of the MSA. Dan
  23. Yea its called Pro EXR from memory. From memory there was some issues il have to go back and dig my old pose up and post it here. Dan
  24. Yea pretty much all the tools in MODO does what you expect on a basic level, but has a host of additional options that let you tailor it to a much more enhanced application. It is the case that you only miss what you get used to having, but the things I pointed out in my post where things that made a huge difference to the efficiency and workflow. Keeping in mind there has been a fair few years of enhancements gone into MODO since 901, we are at version 12.1 now. I hope C4D r20 bridges that gap as id be quite happy to sell Modo if C4D could close that gap, but as of now even for its topology tools Modo is a keeper. Dan
  25. The bridge tool in Modo dont just move edges from one side to the other its creates new polygons that bridge the gap. You can select say 20 edges one side and 20 the other and it will bridge the gap. You have other options too such as twist, and bridge between more edges on one side than the other and you have control how it deals with this. Been a while since iv used it but here your see it in action. https://www.youtube.com/watch?v=bgSqlqCD4jU&t=106s Dan