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Ignash

Regular Member
  • Content Count

    24
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1 Noble Beginner

About Ignash

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Ignas
  • Last Name
    Blazys
  • C4D Version
    20.059 Studio
  • CPU/GPU
    i7-8700k
  • Location
    Germany
  1. I want to costimize my ui to be more dark colorish and i ran into trouble of figuring out what element is what. Is there diagram somewhere on the internet that shows what elements in interface color scheme is representing what? In specific, i want to change this highlight edge (pic below) around the attribute manager and other managers around Cinema:
  2. Yeah, i think you mean change to "Relative" to not have the explosion of the objects...I kind of made the mistake and started using it for production right now. So far the only two problems i found is overwriting of shaders/tags and relative linking. I wish it would work more as a take manager, which works flawlessly for overriding properties.
  3. It mostly worked for me apart this relative linking stuff, it kinda defeats the purpose of xref, the most amazing thing that the problem is there since R14...
  4. It's 2019 and we're on the version R20. Xref still bugs out when it has to find reference in the network location... Maybe someone can explain why it happens? Why it works perfectly fine with the texture paths, but not .c4d files, what is the limitation??
  5. Ignash

    Radio Waves

    Can we keep this open and maybe someone else can chime in on this??
  6. Ignash

    Radio Waves

    could you explain how it works?
  7. AAAAAAAA i see, thank you alot!!!
  8. Hey guys, Is it just me or the xpresso workflow to extract strength out of the sound effector with 'Sample node' doesn't work anymore on R20?? I tried multiple different formats and they work on the mograph cloner, but the workflow with sample node just returns zero.
  9. Hello guys, I noticed that reloading xref motion systems it overwrites animation done on the scene, is there something I can do to avoid this?
  10. Hey, i will suggest just weighting it without smoothing first in the front view. Then once every point of the mesh ir normalized (doesn't have unassigned weights) select all the bones in weight manager and smooth it through there. There is no workaround for this as far as i know. Also, i made a tutorial series on showing the process of rigging, and i have similar character with very dense mesh there.
  11. Soooo, just incase anyone is looking, i achieved success by taking my head mesh and projecting maps via xnormal to the body mesh, then blending between two maps in photoshop. For connecting meshes, i aligned both meshes vertexes on the same position, then used connect object to merge phong. Now, the blendshapes were still affecting vertexes that were connecting with the body, so i used 'Morph' deformer and restricted it only to the vertexes that are connecting to the body (via vertex map). Then you have to make sure that the vertexes on the connection part weighted the same as the ones on the body. Took me awhile to get it right, but oh well :)
  12. So i have a big scene, and it has bunch of timeline markers, for some reason when i zoom in some of my markers disappear but then reappear when zoomed out. Anyone has solutions?
  13. Hello, i've been rigging for a while, but still couldn't figure best workflow for merging two meshes of a character together. I would like to merge head that is rigged with blendshapes together with the body. Both of them have separate UV's and textures. Is there any workflow in Cinema that could work?
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