Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Community Reputation

2 Poor

Profile Information

  • First Name
  • Last Name
  • C4D Ver
    R17.055 Studio
  • Location
  • Interests
    lightwave3d, lightwave, motion graphics

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Is there a SHEAR tool in c4d? Not a deformer, but a tool like Move or Rotate is a tool. Thanks. (Specifically, I want to angle the top of a cylinder: the points will move ONLY in the Y direction, but the close edge will hardly move at all, and the far edge will move a lot, ie, there's a falloff. This is not the same as a rotation.)
  2. I was following a tutorial and naively tried to increase the number of control points in a Bezier object. (R17) Rather than magically/telepathically adding control points along the existing curve of the object (possibly an unreasonable feature), C4D reset all the control points back to default. Ouch. No big deal, just undo'd out of there, but: is there a way to add control points to a Bezier object that will attempt to interpolate new points into the existing curve? EG: this was a 3x3 Bezier surface that had been edited into a "shovel blade". Once edited, I realized I could do a better job with 4 or 5 control points ("grid points") and attempted to increase the # of control points. NOTE: this is a learning exercise: I know selecting the correct # of points is the proper way, but I'm trying to find out if this is possible. So, "do it right the first time" is not helpful.
  3. On a related question: while I can get my object axis to center to my mesh (spline mesh, attached), it seems resistant to being automagically placed at the origin (0/0/0). I can, of course, zero out the location and then FREEZE TRANSFORMATION, but that seems like a lot of work for such a simple operation. Is there an easier way? Thanks. Face-AIv8.ai
  4. (R17) I have discovered that approach, and obviously it could be used, but: it's no longer a "Taper" deform, it's a "Flare" deform. While this distinction may see pointless, and maybe it is, but (and I'm not trying to be difficult here), this shape is dead EASY to get (Pic 1): But the inverse curve and pointy bit simultaneously seem tougher to achieve with the Taper deform. I'm used to a different s/w tool which has an equivalent to negative curvature, and I'm surprised that MAXON didn't allow negative values in that parameter. Seems like most of the work was already done.
  5. Wow, that is such a bummer. And an "own goal" by MAXON: the curvature parameter is Right There: all they have to do is add negative values. Weird. And the bulge thing is, well, suboptimal. thanks for the confirmation.
  6. Taper curvature: it's trivial to get a sort of "bulgey taper" or "convex taper", but is there a deformer setting for a "concave taper"? Basically, I'd like the taper to have a negative curvature on the deformation. Tnx.
  7. R17 I've been told that it is possible to copy/paste channels in a material (or light) by enabling the channel, Rclicking on the channel name , copying (RMB copy), then selecting the recipient channel (enabled) and Pasting. However, this doesn't seem to work, specifically when I am trying to preserve a texture (Starfield) for copying from the Color channel to the Luminance channel. What am I likely doing wrong? Tnx
  8. I've kinda made a hash of my Texturing and because of that I've got 'wayyyy more Selection Sets and accompanying Materiel Tags in my Object Manager than is necessary. Is there a way to combine all Select Set tags of a given Material down to one tag? Tnx.
  9. When one has a polygon selection set applied to an Object, is there a way in the Object Manager to drop the Material onto only the Selection Set polys? Thanks, this is a basic thing I'm having trouble with. I know I could drop the Material onto selected polys in the vuport, but I'd rather do it in the Object Manager.
  10. Thanks, and: rats! But: I've seen this kind of thing before>>>If an entry is missing, does the application swap in some hardwired defaults? (Bezo's answer seems to imply this, but only imply.) That way I could just KILL the appropriate line/entry, and it would reset back to hardwired numbers. (Guess it's time to either just grit my teeth, or start experimenting.) Thanks EVERYBODY for your help.
  11. jericsynrgy

    TRUE Symmetry 1.3

    :( Not appearing in R17/W10. No entry in the PLUGINS menu. Someone above had luck w/this: any insights? Tnx. +++++ OK, it's a TAG, got it. Thanks to VOZZZ for the explanatory video (listed above, but here it is again): http://ace5studios.com/true-symmetry-cinema4d-make-your-life-easier-in-1-easy-step/
  12. I've used the EDIT/SET AS DEFAULT for a number of items, in this case BEND, and I'd like to reset the stuff I've altered, both individually and en masse, back to 'factory settings'. (R17): 1) Is there a way to this individually? 2) Is there a way to do this globally? Tnx!
  13. Is there a way to exclude an object from XREF import? My XREF, umm, template scene has some refraction involved, and I'd like to check it in the template with some background geometry, but I'd prefer that the background geometry not get imported into the main scene, which is utilizing the XREF. Tnx
  14. Thank you for your help. I eventually conceded defeat, before I read your helpful comment, by surrendering and using MoText. There's some implicit activities that go on when using the Generators, that I'd really appreciate someone explaining: I, the noobie, think that in general, splines are moved to be perpendicular to the extruding spline, and as you explained, this implicit moving gets prioritized over keyframing. If one knew what exactly is happening, one perhaps could compensate. Since the extrusion of MoGraph text is interior to the data entity (i.e, the text), the extrusion doesn't tussle with the keyframing in the same way that generators might. That's my theory. Thanks again, and thanks for everybody's patience.



C4D Cafe is the largest CINEMA 4D community. We provide facilities for discussion, showcasing and learning our favorite software :) Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, get your own private messenger, post status updates, manage your profile and much more. If you need to find solution to your problem or otherwise ask for help, Cafe is the right place.
  • Create New...