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Ramon

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  • First Name
    Ramón
  • Last Name
    López
  • C4D Ver
    14 Studio
  • Location
    Spain
  • Interests
    2/3D
  1. Oh... you are welcome, very glad I could help! Xpresso is nice (or like magic, I'd say) when there is little or no other options, but in this cases I wouldn't know what I'd do if we didn't have the "Connect" object. As I said, I used to use a lot the "Instance" object at first to accomplish this kind of tasks, but at some point I started to use "Connect" for almost everything and it's like if it always save the day, and with zero complications :). Well, greetings!
  2. Hi. As far as I know, you could try to accomplish that by using Xpresso, yeah... but that way you lost the possibility of "sync" bezier handles, unless you start over-complicating things (with Python nodes for example) at least. Anyway, if you ONLY wanted to sync points position, I think this example in the official help will come in handy: https://help.MAXON.net/us/#GVITERATE But I really think you should try to solve your problem first by using "Connect" or "Instance" objects, have you already explored that ways? Because I've used them (overall the "Connect" object lately) and they use to work like a charm and without any limitations or drawbacks (as far as I know) for this kind of tasks. Well, greetings and (even I'm not an expert or anything like that :P) I hope it helps .
  3. Well, first off... thanks to both for the quick replies! Now... OK, I know, I know... but I only wanted to make sure I was not simply missing something obvious. In any case, since we have the possibility of changing the color of objects without using any material, it didn't sound like a very improbable thing to me that we had some kind of general basic controls somewhere as well (even if its only for "specular" and little more), I mean, with so much render/lighting settings and possibilities all after... why not? Although I admit I kinda started to afraid that, if I didn't have found it yet, they well could simply don't exist. As it has turned out to be the case Well, thanks again for the confirming anyway, although I still think it would come in handy in certain cases (for me at least), I can now totally rule out such possibility and continue trying out other things, which it's something... Greetings!
  4. Hi. This seems like very basic stuff, but I've never been able to figure out how you can change the basic "appearance" of objects to which no materials have been applied at all. I mean, when you simply add a Sphere into the scene, it automatically gets a default "shading" that makes it reflects light in a certain way, isn't it? Well this is all about how I could change/tweak this default basic shading so that all added (and un-materialized) objects look more the way I want without the need of add a material to them. OK, I'll try to argue... For example, lets say I have a lot of very simple objects that I want to simply colorize differently but, since I don't need much more control over them besides color after all, I'd prefer not having to create a different material for each one of them, hence I decide to simply change their colors by means of "Use Color" and "Display Color" controls into each object's "Basic" tab. That way the objects get colored as expected without the need of using materials, BUT of course all of them get a generic/default kind of shading that sometimes I'd like to change or tweak (specially "specular" or, IOW, how they reflects light). Well, the question is... how or where can I control appearance (or the way they react to light) of "not materialized" objects? Because there must be a way... but I've been trying to figure it out whether by playing with parameters in "Render Settings" or even settings of scene's lights themselves without any success, I mean objects with no materials applied always reflect light the same way and it'd seem like if I only could change their colors and that's all. But as I said, between so many options all around, I still think there must be a way to take some control over default objects shading, or... at least there should be a way, isn't it? Well there it is, just in case I'm missing something obvious... Of course, I know we'll always have MoGraph, Multi Shaders, etc, in order to help to manage this kind of situations, but I'd still want to know if I could do it this simple way if possible. Oh, and I wasn't sure if this had to be posted in "Texturing / Materials..." or "Rendering & Lighting..." sub-forums so, taking advantage it sounds like very basic stuff, I've finally decided to put it here and I hope it makes sense... Thanks in advance for any help and greetings!
  5. Well thanks too in advance and as far as I'm concerned! I'm more inclined to try to learn Python when I think there is something I only can solve by programming, but I guess I'll always be able to learn something equally good for my needs from this kind of basic stuff tutorials. So yeah, I'll be tuned just in case... Greetings and thanks again!
  6. Hi again! Oh, you didn't know about it?? I knew I should have mentioned it in my first post but, for some reason, I did't do it... Anyway I'm happy you know about it now because yeah, the script is absolutely great! And not only for what it does, but also because it's made in a way that anyone can go through the code and study it if necessary, something always beyond my Python/C4D scripting possibilities, but that doesn't mean I didn't consider it like a terrific lucky find since the very first moment (BTW, thank you very much to "Curious Animal" for providing it!). But, in my case, the problem with this solution is I always want to be able to have some "control" about my setups and, being so ignorant about C4D scripting, I still feel that what I need is a more "understandable" solution with which I could interact better if/when necessary, and that's why I've always dreamed with a Xpresso setup instead since —if most of the necessary steps were done by Xpresso nodes and the ONLY python code was for taking control of point's tangents— I think I could understand it better and play with the entire setup or modify it much more easily. I hope it makes sense... But yeah, the final setup I've always imagined to take total control about tangents is expressed there. I mean, what I said about a parent null for controlling the point itself with a pair of children nulls for controlling each of its tangents in a hierarchical way and all that, so you can easily manipulate them and, what is more important, animate them separately or simply do whatever you can do with more elevated C4D objects. Now... if I only had at least the same Python knowledge that I have of Lua...
  7. Hi and (first of all) thanks for your time and the extra info! It's going to be incredibly useful to me when the time comes for sure, because I'm afraid it's going to be kind of a "trial and error thing" with the little programming background I actually have (some Lua scripting knowledge only and not even fresh!). Well, the real pity here (if I may) is that a so mature program like Cinema 4D is, doesn't allow for more direct ways to animate/deal with point's tangents even nowadays, something (I think) is the expected and that I'm waiting for since long time ago, you know, in order to not having to resort to scripting and all the inherent complications/frustrations it can carry (if I remember well), but yeah... such is life I guess! But well, as I said, I have now all these clues which, together with the code of this python plugin: https://www.curiousanimal.tv/blog/c4d-python-party-rigging-splines/, make me feel that everything needed could be right there and I'd only have to get to put all the pieces together (of kind of...) in order to can get some results at least. Plus, well, knowing that I could count with some extra/one-off help that I didn't have had before encourages me to gather strength to face this challenge at least and I hope I can finally make it! Well, thank you very much again and greetings! Ramon
  8. Wow, this is fantastic... Thank you very much Piebaron! I'm after getting to get control over C4D Bezier tangents since the beginning, but I knew that the only way was by means of Python/C.O.F.F.E.E. or C++ and turns out that I know almost nothing about them... The case is I've always wanted to make it by means of a Python Node and Xpresso too, because that way always seemed like a more realistic goal to me, but in my research I never found the right examples or information. Thankfully, I decided to do some more research about it today just in case something new came up and... well, I founded this! That although it doesn't seem to do all what I'd want, it seems to be like a good starting point at least :) Plus, I've also found this other thread: http://www.plugincafe.com/forum/forum_posts.asp?TID=9474 where there is also some code that I think could help. I mean, until now I didn't know even where to start (and, to be honest, I'm not too far from there yet), but at least I have now some basic examples that actually access and modify those obscure tangents in a way that I can, more or less, understand. Of course, my goal would be to count with a Xpresso-Python setup that would connect a series of nulls to the Spline's points in a (kinda) unattended way, by iterating the provided nulls for controlling the points and, in turn, their pair of child nulls for controlling point's tangents, that way you still would be able to deal with Splines in a "similar" way than natively, since you would be able to translate/rotate/scale points by translating/rotating/scaling the parent null but, of course, with all the new possibilities that being working with nulls instead points can bring! Of course... if some of you already have developed something similar or a little more advanced than the provided ones and you don't mind, I'd be incredibly grateful if you'd shared it, because I know that would save a lot of time and frustration for sure... But thank you very much (again) anyway! Now let's see where all this leads me... Greetings!

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