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maliohammad

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Everything posted by maliohammad

  1. Hello, We would also like to know what you did. Seriously, it is insanely hard to guess anything without information about your setup or a sample scene file.
  2. Hello and welcome to the Cafe! I think it is very doable when you divide it into multiple mospline objects and choose a right formula, you can check the attached file for a rough example. TreeSetup.c4d.zip
  3. I would create a a bridge like geometry from the disc object to make connecting the neck much easier.
  4. Hello, Your problem is that you want to use 2 methods at the same time. You either use the collision deformer only or the dynamics. For a cartoony simple look I would go with the collision deformer and delete the dynamic tags. Then set the collision mode to "outside (volume)" Or if you are looking for a realistic look delete the collision deformer, reduce the segments of the sphere to something like 36, change its type to hexahedron. Then to make the ball not go totally flat you go to the soft body settings and change the stiffness to something like 10 (more or less depending on what you are after). And as this method is a simulation, you have to insert a floor, either a floor object or any shape just make it simple then add a collider tag to it.
  5. As far as I can see this is using a plugin, but in the thumbnail you can see a big UV map, which should be the trick for getting it to bake properly.
  6. All Xpresso tags are empty beside the one on object "Cloner02", if that wasn't the case you either didn't save it or a bug happened.
  7. You can do it using Pose morph as you make 2 objects your original object and a copy of your donut with a rectangular hole (you must use the same points count, so just modify your original object). You can find many videos on this, on of them is by GreyScaleGorilla.
  8. You can take a look at this video tutorial, you will need to deform the motor and then arrange it so it look like it was caused by the bus by using objects like cubes to save you time.
  9. I am not too keen on the idea of baking objects without good UV since it can result in poor quality. Maybe if you say what worked out?
  10. Simple question, did you double click the expresso tag to open it?
  11. Hi, Try to put the whole thing in a connect object and bake it. If it doesn't work make a copy of your file then make that connect object editable.
  12. Nice job. For some reason I prefer the colors in the screenshot more than the final image, the chain on the final image has a bit too much green.
  13. Hi, Just click the tag, then right click on of the options in that tag and select "show help".
  14. Hello, I am not sure what you did to your lights, but even taking one of them to a new scene make it light one side only. When I created a new light it worked perfect, so my advice it create new lights in a new scene and make sure the settings you use don't change how they behave then transfer them back in your original scene.
  15. As far as I know, no. Post morphs needs the two states of the object to have the same exact number of points.
  16. The first question is interesting, would love to see a native .c4d import in unreal engine!
  17. No, I didn't meant that. Under the dynamics tag you can set the dynamics shape.
  18. You can make dynamics use a low poly proxy object (usually with much less details) just change the dynamic shape to mesh.
  19. No, it is not. It contains a lot of triangles which can cause problems if your surface gets deformed. Try to change them into quad so it becomes a nicer mesh.
  20. This is a simple material with very wide spectacular with a low amount. Also next time you have another question, make a new post for it.
  21. The answers above are pretty much it, but for future reference please don't use such title. Your title should give information about the problem itself, not asking if it is easy or not to do.
  22. Oh, I just checked the uv of your object. It is a total mess. Try to do some basic UV map and see how it works (baking needs proper uv, not for baking only but for the usage in other apps too)
  23. You don't, it is for render noise amount, and if you use physical renderer set to the automatic mode c4d will do all of that for you. So no need to bother with it.
  24. Oh, my bad. You are correct. Also the forward wind isn't affecting it, you can see that by getting the same result even when it is off. To get rid of it I just turned the turbulence value to 0 and disabled the turbulence deformer.

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