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jericsynrgy

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About jericsynrgy

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    Cafe Ronin

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  • First Name
    Eric
  • Last Name
    Chard
  • C4D Version
    R17.055 Studio
  • Location
    Seattle

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  1. From my point of view, that's a misfeature: a poly is a collection of points, and the user should be able to add/subtract those points at will. (That the programmers wrote it that way is the misfeature.) If you add a point to a quad, now it's a pentagon, or a "pent". Does subtracting a point from a pentagon destroy the entire poly now? That there's an more elaborate way to do a simple operation just is poor design, when Delete is such a basic operation.
  2. Answer= yes: you must bake the particles to start/restart the render and get consistent, non-glitched looks. This very helpful video details two different ways to do so, with benefits to both methods:
  3. I'm in the middle of a 15 hour render so I can't test this, so I'll ask: I've noticed that restarting an "editor" playback of an emitter changes the way the particles move, especially if one has mess with forces such as Turbulance or Rotation. If you restart a RENDER, does c4d do a quick recalc so that particles are back on the same track, or does it just start whereever you restart? IOW, is it necessary to bake particle paths before executing a render that will be started and stopped? Tnx.
  4. (R17) Looking for some guidance, maybe a list of search terms and pointers to tutorials for: I'm working on a personal project, mostly to exercise my c4d chops. What I'm trying to accomplish is some whirling, scattering autumn leaves. They should collide with a pumpkin object, and some other props as the project develops. Maybe a hay bale or a broom. Now, I imagine that "particle systems" might be a fruitful area to search, but w/C4D (R17) it seems that MoGraph might also be useful, and I can see where Simulation might also be good. The main problem here is there are TOO MANY options to look at in a reasonable time, so I'm asking for some veteran guidance as to where to spend the next couple days of learning. (And, of course, there's probably a dozen approache that would give something acceptable.) And purchasing anything is out of the question. Thanks for any guidance.
  5. Upgrading is not feasible. Unless you're paying. Reset PSR did pretty much everything I needed. Thanks! (To clarify my original question: the child had no rotation, I just wanted it to inherit the rotation of the soon-to-be parent. Reset PSR =solution.)
  6. I'd like to make an object the child of another, AND to inherit the Rotation of the parent object at the time of 'childing', so that the child object aligns itself at the time of childing, rather than preserving it's current offset. That is: the parent object is already rotated into place, and I'm gluing a bit on, but the bit I'm gluing on (the child) is already built to align with the (unrotated) parent. So I need it to act as if it's been a child all along. How does one do that?
  7. I'm working on a modest mesh, and experiencing crashing issues while editing the mesh. I'm not generating a ton of polys/verts, but I AM zoomed in quite a bit. I was wondering if zooming in tight, or having a very small clipping distance, might stress the GPU or the VRAM. To monitor the GPU temp I installed a monitor, and there seems to be some correlation between a high GPU temp and the crashes (which I also experienced w/graphics intensive games such as Portal 2). Speculation includes being zoomed in somehow gobbling up VRAM. Input? ++ More info: while editing, the GPU temp rises to ~55°C. In less demanding use (browsers), it stick to around 40°C. It's a GeForce GTX970.
  8. R17: Object visibility. I can toggle visibility in the editor. With the DISPLAY Tag I can set the visibility to Lines/Geraud/etc/etc What I'm not finding is a way to display a given object solely as a Bounding Box. --Any way to do that?
  9. One thing I was wondering: is there a way to PROJECT a spline that would cut into the polygonal surface? That would be just as good (or better), and would answer my long standing question of "is there a Lightwave-style "Drill" effect in C4D?".
  10. In this tutorial, at this point (7:41), the presenter is using a tool, LINE CUT, that doesn't seem to be in R17: (cued up): The big thing is the tool seems to be able to commence a cut in the middle of a polygon. Since I can't find it in R17, I am trying to use the KNIFE tool to achieve the same effect, but can't seem to find a combination of modes and switches that would allow me to start in the middle of a polygon. In R17 is this possible, and what's the proper settings? Thanks!
  11. (R17) Making a jack-o-lantern. Looking for suggestions on how to get nice polygon flow around the voids (eyes, nose, mouth) of the 'pumpkin'. My first try was to use Booleans, with the usual mess. This 2nd illustrated attempt (most of the pumpkin is Hidden) uses brute force deletion and manipulation of vertices, and while the eyes turned out OK the polyflow is less than optimal, and the nose is a complete mess. I'm using CLOTH to give the polyshell thickness Before I spend too much more time on the mouth, I'm looking for good techniques to establish polyloops on an uneven surface -- the pumpkin has ridges, like they do. Thanks. 2019 HalloweenPumpkinNOBOOLE_04.c4d
  12. Well, it's a single, free floating 4 point poly. I'm not sure why it would require any more than 3 points. I did use SLIDE, then WELD. But I want to have a sure grasp of why specific, really low-level operations like this aren't possible (R17) because otherwise they'll no doubt bite me at the least opportune time. Square.c4d
  13. I thought this operation couldn't be simpler, but: I'm trying to delete one point from a quad, leaving a triangle behind. But deleting one point, rather than leaving a poly consisting of the rest of points, instead deletes the entire poly. Surely this is almost the most basic of operations. What am I doing wrong?
  14. Bueno. Normally of course I'd eschew their use, but they always SEEM to offer a quick way out.
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