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Ferdinand

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About Ferdinand

  • Birthday 05/13/1983

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  • First Name
    Philipp
  • Last Name
    Zakrzewski
  • C4D Ver
    19.053 Studio
  • Location
    London

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  1. Thanks bentraje! It's so funny. I just came across this tutorial via a different online search. I'll watch it over lunch break :) Meanwhile I also realised that the "Link View to Object Manager" command/button might also have been the reason, why LockDown didn't see the keyframes of his animation layers, as with this activated, only items in the Object Manager show up in the Timeline's Dope Sheet/F-Curve views. However, Animation Layers seem to solely exist within the Timeline and the Motion System tag, hence they refuse to show up, when this button is activated. Bottom line, the Timeline window in Cinema 4D is always working somehow, but it's not always very straightforward/logical to understand why certain things don't show up (not being on the Main Take is another big reason, why things are 'missing' sometimes). Either way, I'm looking forward to watching this tutorial and learning more about C4D!
  2. Hi, over a year later, but I've got the same issue. I'm trying to add keyframed animation on top of a couple of Motion Layers (it's a character animation from Mixamo). As LockDown already mentioned, the keyframes only show up in the small timeline underneath the viewport, but not inside the Dope Sheet / F-Curve window. On top of that, I can add keyframes to certain joints and things work as expected, while adding keyframes to others causes limbs to bend in the strangest way, whereupon I can't seem to add further keyframes to rectify the crazy positioning. Any idea. how to fix this?
  3. Yeah, I just have a scene where a bunch of lights 'animate on' and I wanted it to be as real-time as possible, to work out the timings. Having illumination and shadows in OpenGL really helps to get a feel for that, because there's no delay.
  4. OK, I now just copied and pasted the individual elements into my test scene (where the OpenGL shadows worked flawlessly) and will continue working from here. Looks like the original scene file must have somehow gotten corrupted, causing the foreground geometry not to throw any shadows. Don't ask me why...
  5. Hi DasFrodo, They're 'almost' up to date. Nvidia's most recent driver doesn't play nice with Octane, so I'm on the version before that. Funnily enough, I dove deeper into the topic and on my laptop, I can suddenly make the shadows appear in a simple scene, even though it's the same version of Cinema. However, on the more complex scene that I need the shadows for, they only show up with certain objects in the background, but not with the geometry in the foreground. I checked the foreground geometry, but there's really nothing different about it. It's all very mysterious...
  6. Hey guys, Apologies for what might seem like a noob question, but I've tried everything to get shadows activated in Cinema R19's viewport using Enhanced OpenGL, but they just don't show up. I've activated the Enhanced OpenGL and the shadow option, added an object and a floor, as well as a light with shadows set to ray-traced. Also, in the OpenGL section under preferences, Hardware OpenGL is activated and the 'Maximum Shadows' option is set to 8. Also, I've got a Windows PC with 3 Nvidia GTX 1070 cards. I did a test in R18 and the viewport shadows work as expected. Where's the problem? Has anybody else experienced it? Thanks for your help.
  7. That did the trick!!! Thank you, thank you, thank you. I was getting a headache over this
  8. Hi Kalugin, Thanks for the swift reply. I did exactly that: But it's still not working. Is there anything I'm doing wrong?
  9. Here's the code for the script, just in case this becomes important: import c4d from c4d import gui ID_OCTANE_IMAGE_TEXTURE = 1029508 def collect(shdList, n): if n.GetType()==ID_OCTANE_IMAGE_TEXTURE: ix=-1 try: ix = shdList.index(n) except: ix=-1 if ix==-1: shdList.append(n) if n.GetDown(): collect(shdList, n.GetDown()) if n.GetNext(): collect(shdList, n.GetNext()) def main(): mat = doc.GetActiveMaterial() dif = mat[c4d.OCT_MATERIAL_DIFFUSE_LINK] shaders=[] collect(shaders, mat.GetFirstShader()) for n in shaders: n[c4d.IMAGETEXTURE_FORCE_RELOAD]=1 n.SetDirty(c4d.DIRTYFLAGS_ALL) c4d.EventAdd() if __name__=='__main__': main()
  10. Hello everyone, The amazing Aoktar just created a great little script for the C4D plugin of Octane Render, which allows the refresh of all textures associated with an Octane Material with the press of a button (similar to C4D's own 'Refresh all Textures' command). Initially you'd have to go and click 'refresh' for every texture on an Octane Material, which was a nightmare in my Substance Painter/Designer workflow. Either way, I wanted to make this script a little neater and created a custom button to go with it. However, I can't seem to be able to actually save it with the script. When I go to C4D's Script Manager and choose 'Load Icon', I can get the custom button to appear in Cinema. But as soon as I quit and restart the program, I'm back to the standard Python icon for the script. Any idea how I can fix this? Just FYI, I'm on Windows 10 Pro and using Cinema 4D R19.068 Studio. Thanks a lot in advance for your help
  11. Hi everybody, I'm currently following along a tutorial by the very talented guys from Greyscalegorilla (https://www.youtube.com/watch?v=skHax96M9io&index=1&list=PLD_Q3nw9O851vQiJsFoqag86Us3rVqkrH&t=606s) about how to add condensation to a soda can with MoGraph. It's all pretty self explanatory really, however, Chad is using a Plain Effector to move some of the Cloner-generated water droplets out of the way and I tried doing the same, realising that the Plain Effector isn't working. I.e. it's not doing anything. I tried it out in a clean scene with a Cloner duplicating a cube and nothing happens. I play around with the settings and nothing changes. Given the default settings, the clones should at least move up 100cm on the y-axis if I add the Plain Effector to the scene, but quite 'plainly' nothing happens. Could this be a bug, or am I super-thick and missing a very obvious step in my setup? I've followed three different Plain Effector tutorials on YouTube and each time they add the effector, stuff works as expected, while I can't replicate it, as the Plain Effector remains ineffective. Would be great to hear your thoughts on this!
  12. Unfortunately not Frncsco. I ended up applying the deformer, so I could UV map the final geometry, instead of the low poly mesh. A bit of a bummer, since everything would be so much easier, if you could count on the deformer not messing up the corners. There'll probably be a fix in the future. One can always hope ;-)
  13. Hey cerbera, with you being a 'Cafe Oldtimer', your reply doesn't necessarily fill me with confidence ;-) Wanna say a little more from your end? And is there anybody else on the forum who may know? Somebody hanging around here, who is close to MAXON? That'd be great!
  14. Hey everyone, I've been trying to texture a 'SciFi cupboard', UV unwrapping the complex, but un-beveled geometry, which obviously made this task much easier. However, once I apply my UV map and add the bevel deformer, strange things happen in the corners, as you can see from the images below. The reason for this seems to be, that the additional geometry generated for the round corners isn't UV mapped properly. In fact, when looking very closely, it seems like every single corner face contains the entire UV map scaled down to size. Now to my question: Is there a way to fix this? I had crazy things happen to me before, when I unwrapped 'simple' geometry, added a texture and then subdivided the object, which meant I ended up with distorted textures. However playing around with the 'Subdivide UVs' dropdown of the 'Subdivision Surface' object I was able to fix the distortions. Are there similar options at hand here? Any suggestions are much appreciated. Best, Ferdinand

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