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Beefdoctor

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About Beefdoctor

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    Cafe Samurai

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  • Website URL
    http://digitalmeat.uk/

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  • First Name
    Samuel
  • Last Name
    Winter
  • C4D Ver
    20.057 Studio
  • Location
    Milton Keynes, England

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  1. For anyone else viewing this wanting a solution. With a lot of help from Everfresh, we replaced the Aim Constraints with Up Vector Constraints. There is now no Lag and PSR works correctly.
  2. I'm not sure if the message sent or not? after I press send, it refreshes and under your name it says "Everfresh cannot receive messages"
  3. Thanks for the reply, it's much appreciated. can I give you my file in a private message? I don't really want this file out in the wild.
  4. Hey guys, I thought it would be easier to create a video of my issues instead of writing a long explanation.
  5. Thanks, and yes, it does look pretty disturbing
  6. Ok, I've come up with something a little better, let me know what you think. :D Right Arm Test.c4d
  7. Thanks for the input, but I've actually already achieved this and it's not what I'm looking for. I need the arm to pivot at the elbow (Like an actual arm would) which means I also need the joints and the skin object so the surface deforms properly when the elbow joint rotates, understand?
  8. Here's a scene for you, I've stripped it down to keep things simplified. It contains my rigged & skinned arm. Thanks for taking a look at this, it's much appreciated. Right Arm Test.c4d
  9. Hey guys, been using Cinema 4D for quite a while now but only just starting to look at character stuff. What I'm trying to achieve is a dismembered arm that is rigged (so it can bend at the elbow and wrist), that can also fall with gravity, have soft body dynamics, and interact with its environment. Can this be done? I thought i could maybe achieve something with the IK tag, but the joint the IK tag is on does not fall with gravity, and there is no Soft Body dynamics with this method.
  10. In this RealFlow for Cinema 4D, tutorial we take a look at using Vertex Maps to Blend Fluid colours. We Use these Vertex weights in the Vertex Map Shader and also use a work around to get the desired result. If you would like to support Digital Meat, or follow me on social media, see the below links. Website: Digitalmeat.uk Patreon: https://www.patreon.com/DigitalMeat3D Merchandise: https://redbubble.com/people/digital-meat Support: https://digitalmeat.uk/donate/ Facebook: https://www.facebook.com/digitalmeat3d/ Twitter: https://twitter.com/digitalmeat3D Google+: https://plus.google.com/+DIGITALMEA BEEF DOCTOR: https://www.youtube.com/channel/UC66f69qhgxy6YnZVMNaCtiA
  11. Thanks for link, although I've already seen that video. I highly suspect they are mixing clear fluids to avoid the problem I'm having, and if you look closely the fluids aren't actually mixing, they are just sat next to each other with some smoothing on the edge of the vertex map. In any case, I scraped together my own solution today, I'll create a tutorial and post it here when I'm done. For now here's an example of the result.
  12. Let me know if this helped with your issue, If so mark the topic solved :)
  13. It's the Collision deformer. Empty the cache in the dymanics tag, turn off the collision deformer then cache the dynamic tag again. renders correctly. EDIT: In fact don't empty the dynamics cache, just try caching the collision deformer.
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