Cinema 4D Plugin
Cinema 4D Plugin

Asd

New Member
  • Content count

    30
  • Joined

  • Last visited

Community Reputation

0 Noble Beginner

About Asd

Profile Information

  • First Name
    Alex
  • Last Name
    Schuppel
  • C4D Ver
    17 Studio
  • Location
    New Jersey, USA
  1. I do a lot of CGI in my field. Every time I motion track a shot, either in After Effects or C4D, I'm left with a series of nulls. From a distance, you can KIND of make out the edges and surfaces in the scene, but it's still a hassle to correctly place objects and set up shadow catchers. I'm wondering if anyone has seen a plugin or XPresso rig that can take the data in the nulls, and based on proximity of the points, create a rough surface that overlays the scene. Almost as if I dropped a a huge cloth over the the area. Any thoughts?? The data is there.. so I imagine it's possible.
  2. After motion tracking a scene, I'm usually left with a couple hundred nodes floating in 3D space. In my head and using the nulls, I can roughly visualize the scene to build my floors, walls, etc. for dynamics or shadow-catching or what have you. I'm wondering if anyone has ever seen a plugin or Xpresso setup that (with enough nulls) can roughly build a "metaball" looking mesh of the scene. Here are my first thoughts.. 1. Clone a bunch of planes onto nulls with size based on proximity to other nulls --> Run an optimize or smooth or some command to connect the planes 2. This may not exist.. but a loft of some sort that can read the nulls as points as a surface. I'd like to emphasize my use of the word "rough" here. Ideal results for me are about as detailed as a low poly landscape primitive.
  3. I've been dealing with some very frustrating crashes that have never burdened me before! Very frequently, especially when rendering, the render timer will stop and a couple seconds later, my entire machine will freeze. I can move my mouse fine but I can't click or use any keyboard shortcuts in an attempt to execute the program. I can only do a hard reset with the power button. This has happened more times than I can count already with a simple scene that uses maybe a maximum of 300 Thinking Particles and a metaball object. I don't think the number of polygons are an issue either because I'm using a spline point as my particle geometry and the metaball mesh is never out of control. It seems pretty random as well.. Sometimes the render will get to frame 40 and sometimes it'll fail before it even finishes calculating the first frame. Here are my specs: Windows 7 Home Premium 64 bit Intel Core i7 2600 @ 3.4 GHz (8 logical processors) 16 GB RAM and 2 TB HDD NVIDIA GeForce GT 630 I'm running Cinema 4D R17.016 Studio. I've also tried render with Adapt Thread Priority and Lower Process Priority enabled and disabled - still crashes! I'm at my wit's end here and I'm losing so much time restarting my computer AND my renders. 3DKIWI IF YOU CAN HEAR ME, I AM PRAYING FOR YOU!!! ASD ~
  4. I'm excited for this! I've been looking to do the same thing unfortunately I haven't gotten the VR just yet and don't plan on doing so until I fix my phone.. Don't watch to be looking at giant virtual cracks through my goggles! Anyway, the render is looking beautiful so far and I'm looking forward to seeing it! Maybe my 3 monitors can simulate 180 degree vision at the least!
  5. Hi all. I just dove into Team Render for C4D R17 and I'm running into issues right and left. I'm using my desktop and laptop, both with 8 logical processors and both running on Wi-Fi (I know this is not ideal but I haven't figured out a way to get my eternet cable in range yet). Upon first setting it up, Team Render worked fabulous and sped up my still shot render by 300%. I started making some changes to my scene and slowly team render started failing. My first problem was Team Render would randomly quit rendering right after initializing. The render window would prepare and initialize for about 2 minutes and then act as if the render was completed with just a black screen. My second problem was that every time a render got past the initialization stage, it would skip the first render bucket. I had a half completed render with a big black square dead in the middle that should've been the FIRST bucket to complete. My third problem was a complete disconnect from my desktop (running as a client). My laptop would continue to render and in the Team Render Machines dialogue, my desktop was shown to be idling instead of rendering. This is really driving me crazy because I just only got a taste of Team Render's capabilities and now I'm flushed with all these problems. Please help!! ~ASD
  6. I'm extremely interested in the CMotion mechanics but it's not as simple as I thought. I understand that I can apply actions to joints and animate those actions over the cycle.. but it seems like half of them are broken! I'm trying to create a simple human walk cycle that I then want to tweak with CMotion to feel of the character (it's for a video game - I want it to reflect a free spirited, agile, forest girl). However, I can't even get a good generic walk cycle to start tweaking. Half of the time I apply actions to joints, I see no update, even if I crank up the settings to the hundreds. I'm trying to make the foot bend on the ball of the foot properly because it stays rather flat during the whole cycle. I also am having trouble making the arms swing properly (they too are rather straight and stiff). I really want to figure this out! Do joints have built in restrictions that certain actions violate and therefore there is no change.. I even apply the ones specifically named FOR joints to their respective joints such as the "knee twist" to the knee and still no update!! What?! Thanks, ASD
  7. HEY! I'm currently learning character animation for a videogame project I'm a part of. I haven't done much rigging, but I believe I know the basics. The real problem comes with weighting. No matter what tool I use for weighting, whether it be with a brush or using falloffs, my character doesn't move naturally, or theres always some part of the mesh that jumps out of place. If anyone has any tips as to the art of character weighting, please do tell. As for riggings, I'm starting to learn more about poles and restraints and other fun goodies in the character tags menu, and I'm wondering which ones are the most important for humanoid rigs. Thanks, ASD
  8. Never thought about animating the fog! Thanks! ASD
  9. I'm trying to make it appear as if the camera is underwater and sinking down into the ocean. I'm trying to get a good "look." I want it to appear as if the sun is casting rays through the water at the surface, which fade away as you get lower and the ocean gets darker. As the camera sinks lower and lower I want the field of view to continue to get smaller and the lighting to get darker and darker until its pitch black. So far I have a massive cylinder with a vertical gradient showing the color of the ocean (bright at the top, near black at the bottom). I have a cloner with a bunch of disks that are going to add some particle dust to give the scene some depth, as if you were staring out into the open ocean that seamingly goes on forever. I have a deformed plane at the bottom to act as a sea floor. I assumed a big omni light using volumetric lighting and a falloff that extends until about the level which I want it to be black would give me the effect I'm looking for.. but the scene isn't getting darker like I expected it to. Does anyone have any idea how I could achieve this effect. Here are some references This picture kind of illustrates the shallow field of view I'm looking for.
  10. Depends on the mood you are looking for. A deep dark blue some orange glows here and there for a normal night. Purple will give it a more celestial feel. Green/teal for an eery midnight feel. Cheers
  11. I'm a first year digital design major who is already heavily invested in 3D, Cinema 4D specifically. I also use much of the Adobe Master Suite and other programs like Corel Painter and Sony Vegas. I'm getting ready to make a big laptop purchase so that I can work effectively on the go as opposed to locked in my dorm. I have a decent amount of knowledge for computer hardware but not enough about it and not enough about how Cinema 4D uses it to make the decision alone. So.. could someone explain what is the most important thing to have when it comes to Cinema 4D and overall digital design, 3D, and rendering. I know RAM is important, I know CPU is important, but can someone elaborate as to how Cinema 4D uses these components (for example, I know I'm already looking at 8+ GB of RAM even though C4D will never use up all of your RAM). I know GPU isn't that necessary unless I'm using a hybrid renderer like Octane or just dealing with a detailed viewport so I'm not too particularly concerned about that. I'm looking to spend a maximum of $2,500 which, if I were to drop this much, would probably me on the new MacBook Pro (maxed out features) but I know a good amount of that money is for the Apple logo so I'm open to other brands as long as they are comparable and reliable. I've also looked into the Dell XPS, ASUS ZenBook Pro, among others. I know I'm not going to be rendering complex multi light GI enabled scenes with ambient occlusion, depth of field, and motion blur in real time but I'd like to not have to dread hitting the render button when I'm working on my laptop. I'd like it to run with, if not better than my current desktop. Currently running: Windows 7 Home Premium 64-bit Intel Core i7-2600 CPU @ 3.40 GHz | 3.70 GHz (4 physical cores, 8 logical cores) 16 GB DDR3 RAM NVIDIA GeForce GT 630 I'd also like to be able to set up Team Render between my desktop and new laptop. I've never used Team Render so I don't the specifics. If someone could enlighten me here, that'd be great as well. TL;DR Need a new hunky laptop dedicated for 3D modelling ,rendering, animation, and overall digital design. Would also like to set up Team Render between new laptop and current desktop. $2,500 budget. Thanks, ASD
  12. It wont let me attach the file for some add reason. Its a .4 megabytes and it's telling me I can only upload .74 mb..
  13. Hey all I'm attempting to make a simple rig of an Orca whale using a IK tag which allows me to cheat a "swimming" animation by moving his head and have the body follow dynamically like a sine wave. I would also like to maintain control of my bones (namely the fins) so that I could add some more interesting animation. The IK tag has been giving me some problems. Originally, I wanted to use a goal object to guide the direction of the whale's head while have a vibrate node control the swimming motion. However, whenever I set up the IK tag with a goal, it folds my model in on itself and acts really funky no matter I do. Then I threw away the goal object and just applied to motion to the head with the IK tag and it worked okay. Still could use some tweaking. The bigger problem comes to weighting. The only real thing that needs to be weighted is the fins/arms because whenever I rotate them, it pulls the mesh of the body. When I open the weight tool, it shows that the arm joint is effecting part of the body, but when I paint away the excess, the mesh is stretched forward for no reason and theres no way I can push it back in (even if I were to grab all the polygons and move them back to their original position - which I'd prefer not to do in the first place). Can someone explain the proper way to use the IK tag and why might my weighting be pushing and pulling meshes around? On a side note, as much as I love the ability to move any joint and effectively morph the skin/body anyway I want, it's not needed for this project. Is there a way to disable stretching in the bones so that I don't accidentally stretch my whale? Thanks ASD
  14. Try adding a luminance to the materials. ASD
  15. Escape unfortunately has never saved me from a reload :/. I guess I just have to get into the habit of auto-saving more (which I currently do not do very often) and treading lightly with my simulations. I wonder if a bit of code could do anything. I imagine MAXON wouldn't leave out such a useful feature if it was so simple to implement, but I've seen companies do worse things. ASD