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BLSmith

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BLSmith last won the day on June 13 2019

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About BLSmith

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    Cafe Ronin

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  • First Name
    Brandon
  • Last Name
    Smith
  • Location
    Milwaukee, WI

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  • C4D Version
    19.053 Studio

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  1. Appreciate the comments guys. Looking like no matter what way you slice it (LOL puns are fun!), it's not as great as it could be. Regarding @Cerbera (It's always nice to see you replying to my nutty questions hehe). Top Boole Tips: Regarding avoiding them: Unfortunately at my job it seems unavoidable. Lots of models, lots of hidden little compartments to cut away and unveil Aiming for a solid boole: If you could expound on this ELI5 style. This unfortunately read to me like it was written in latin haha. "Solid Boole," "source meshes," "intersection," "model indents," I feel dumb. The CAD data is given to me in STP file format, but I could get it in any format I'd like, this way historically has just worked but if there is a better way to get these files so they come into Cinema4D much nicer, I am all ears. Is there a 100% perfect way to import CAD data into Cinema4D? I am almost positive the way I import CAD data is messing up all the nice geometry: Engineer saves .PROE/.CREO filetype to .STP > I convert STP to .C4D using a third party program (PolyTrans64) with an external plugin from the same developer. Break phong shading across intersection lines: Would you be so kind as to rephase this, I don't understand the terms you've used. If things go invisible: Moving the geo/other mesh slightly: This HAS worked for me in the past! I should have mentioned it. That being said, this particular model (one supplied in OP) is so complex I guess that it's darn near impossible to alt click the X position for example and move it a tiny bit and keep trying new slightly different positions because the lag time from clicking on the X/Y/Z position to it actually updating is not trivial, sometimes 20-30 seconds. EDIT Friday 2:08PM CST: On another boole in identical situation as this, where the object became invisible just a few moments ago, I shifted the object 3x from 179.994 cm > 179.995 cm > 179.996 cm and on the third time it worked. Took a while but glad I kept trying this! Woo! Changing interpolation of sliced based geo to uniform: I've just been using a cube, would using a spline be better? Change topology of source: Interesting idea. So like using the edge tool and moving an edge a bit to see if it works? With this model though seems impossible because of the huge lag time (20-30s), and the very act of dragging a part of the model while its in the boole is impossible, and would have to be dragged out of the bool, chunk moved, and then put back in. Spin edges: Sadly I got lost on this point. To @kweso Thanks for this video! I watched it, it seems like you have a lot less granular control over where the slices are and while it does sorta work it doesn't appear to be a workable permanent solution. For example, with a Boole, you simply slide in an object that you want to cut away, and then throw it in a boole and your good. With this, you're needing to use a matrix object, which isn't located where the cut is going to be, and if you needed to make a cut like the one I picture below, it doesn't seem like a viable solution. Thanks for posting it though! Thanks guys for the comments. Since I have a better understanding what the solutions are, I will /solve the thread. The solution was based primarily on throwing the original STL file back in and upping the quality of the import 6x higher than what it was before, so when I exported it, it came with significantly more (polygons? edges? geometries? meshes? I don't know the term - I don't model ever) detail. Here's the comparison in detail from the import and here's the result. Thanks guys.
  2. Hi all. I have to slice a carburetor some 20-30x and upon trying to make my second slice, the entire carb body just disappears. I'm not sure how to properly slice this model efficiently and would appreciate you having a quick look at the video for an opinion on a potential solution. Thanks! Edit: I should note, disabling "high quality" in the Boole settings DOES work, but it makes the model look much worse and it shows very clearly in the render. Link to example scene: (7MB) https://drive.google.com/file/d/19y2s_32ci3JSqgkN7hk3LLSSyClPpD3H/view?usp=sharing This model was originally created in the CAD program ProEngineer (or CREO), converted in a 0.060 quality ratio in Polytrans64 to a STP file, and imported into Cinema4D. Edit2: I did manage to fix this! Almost considered /Solving thread, but I am interested in hearing possible solutions for this problem if it happens again. My fix was to take the original STP model that was exported from ProE/CREO, re-import it to my conversion software PolyTrans64, increased the "Mesh tessellation precision" from 0.060 up to 0.010 (the highest level the program allows), exported it into C4D and replaced my previous Carb under my boole and it sliced just fine.
  3. Fortunately an individual on the X-Particles Discord helped me. Turns out there is this radius doodad under the emission tab on the emitter: So even though the default view of particles are dots, those dots each had a radius that was invisible. Changing the display to circles from dots made this radius much easier to understand. That fixed that problem. Onto the next one. Man it's difficult to get questions answered on this plugin, wondering if I made the right choice when getting it.
  4. Hi all. So I have two objects. One object acts as a tube for particles to flow through, and another object that acts as a valve that constricts movement of those particles. Think of the valve like your thumb being put over a hose. The problem is that the particles cling to an object I cannot see, and I'm not sure why this is. Here is a picture showing this: Here is a short video showing this in more detail. Attached is a file that shows this. X-Particles version 732. Thanks guys & gals for any help you might be able to offer!!! Have a nice weekend. BSMITH XPARTICLES - QUESTION ON COLLIDERS V3.c4d
  5. Reply to @bezo: Text version of the reply: I definitely was able to manipulate the new spring with FFD. Seems to work out easily! Framerate seems to take a dive though when using this. Unsure if you were referring to using FFD for the animation, or simply manipulating the helix. If for the animation, if you'd like to see the FFDs at work, I stripped my model apart to include as few things as possible so you can get an idea what I'm working with here. https://drive.google.com/open?id=1ikKTWzTUIKlEE9eXmXaBpXjSu2P26nLp Most moving parts are set driver/set driven, with the FFDs being the thing keyframed since I was unable to use set-driver set driven because the linkage doesn't stay in the holes using that method. Video version of the reply: Thanks Bezo! With that, we've come to a solution. While it stinks that my frame rate has gone from 30 to 2, it is still a solution and I thank you guys for your time. I need to get this project finished and over to my boss so I may deal with the lower performance and figure out a better solution later (if that's possible). Thanks guys!
  6. Reply to @Cerbera: Thanks Cerbera for the file and video! It helped a ton. I spent about 6 hours on this today and I came up with a nice solution: Here is a file of what I came up with. Unfortunately the file size has gone up from 2mb to 200mb so I linked it on Google Drive: https://drive.google.com/open?id=1X75mKu1v5ydDVd0RQYvaDYH1kN31Xe-f The text summary: Glad you don't have corona Cerbera Noticed while having the helix selected, I couldn't shift+click to adhere the spline wrap bounding box to the helix. Had to CTRL+click the helix, manually drag the Spline wrap under the helix to achieve same result. Connected all objects and delete (COAD) at the end and added an FFD, although the FPS went down considerably. I've included that in the file above. The video summary (optional, covers same information as text summary): The entire process of me figuring this stuff out and coming up with my solution (I don't advise this be watched, but it's here for completeness): So at the end of the day, we have an animation that looks good and I suspect loop good but it's difficult to know with a frame-rate that used to average 30 now averages 2, but it's a solution and I will run with that. If you'd like we can try to optimise this but I do have to move forward with the project and show progress to my boss.
  7. Just skimmed through my summery video in the reply above and noticed I do dive into pose morphs. I'll rewatch that tomorrow AM and recreate it from scratch and reply with an update!
  8. I made a one hour long private(ish) tutorial for myself to summerize what we did last year. I was about to re-watch this but I see in your new reply that we used FFD not Pose Morph, though I remember doing something with Pose Morph once over a year ago but I'll have to look into where I did that. I'll also look up videos on what spline wrap is, as I've never used it before. I apologize but the term definition for "COad," and 'welding the points,' eludes me. As I read your replies I decided to record my reactions to each including the actions I tried to take to follow them, so this video below is not required, but merely encapsulates what I feel I need to do over the next 24-48 hours to try and get a better understanding of what needs to be done. I'll reply back with a new update then, thanks Cerbera!
  9. Hi all. I am trying to model a not-so-traditional spring. It angles upward, it isn't perfectly straight, and it has two elongated hooks on each end. I'm curious how I'd go about modeling this. Here is a short video that gives proper context, and I've included the file below. Thank you all and I look forward to your replies!! BLSMITH C4DCAFE THROTTLE SPRING QUESTION 1 V2.c4d
  10. Lets say I have three boxes: Goal: Overlay a red line through all of these boxes while keeping the boxes original colors. Ultimate project goal is to simulate an electric current traveling from the bottom > top > bottom of several objects. Since I have no idea how to do that stylistically, I am satisfied with a line for now. Actions taken: Went to "Create > shader > c4doctane > new material", "opacity > texture > gradient" to create this: Solution Attempt 1: Placed this new transparent material to the "GROUP" object. It did not work. Solution Attempt 2: Selected "CUBE A, CUBE B, CUBE C" > "Connect Objects + Delete" > and placed transparent material to this new object. It did not work. Solution Attempt 3: Applied transparent material individually over each object. While the original colors did display (progress) this line appeared as three separate lines around each box individually. I want a single line to surround all three boxes as if it were a single object. Once more: The goal with this is to have a single line travel all the way around these three cubes while retaining the original material type underneath it I've attached the file below complete with each of these solution attempts. Hopefully I made this easy enough to understand, if you have any questions please let me know. ELECTRIC SLIDE V3.c4d
  11. After some discussion with my manager, we decided to scrap this idea in favor of another idea as this concept was taking me away from other projects. The replies you've given though have been really helpful to opening my understanding of some of the possibilities. Thanks!
  12. The items would fall out of the toolbox and onto the floor. The tools would land where gravity takes them, and the letters would fall into a position that spells out a word. Here's a 20 second video showing sorta what I'm thinking about: Would your idea still apply in this specific situation? Thanks Cerbera!
  13. I've got a toolbox, filled with a bunch of tools, and 9 letters. The goal is the pour the contents of this toolbox out onto the floor, the tools fall anywhere, but the the letters fall into place to spell out a word. I'm having difficulty trying to understand the proper way of doing this. At first I thought I would be able to keyframe a start/end point for the text dynamics tags, but I appear not to understand how that works at all. Any tips appreciated, thanks!
  14. Great video Jed! Loved the zooms, curser color, resolution, pans, no fluff, changing values to show more than one example of a changed value. Much more valuable than 99% of most tutorials out there :) I'm gathering that there isn't a way to "unsnap keyframes," and working from within Xpresso is the cleanest way to accomplish what I'm trying to do. Thanks all.
  15. Thanks guys for the replies, I was super busy this week, so here we go! Hi @Hrvoje Mostly just as an experiment to see if I can drag the whole timeline out where each keyframe slides to a very specific keyframe (say keyframe 9.225) instead of a whole number. Hi @westbam Yeah this is definitely a method, the only thing about it that I don't like is you can't see all your frames on a nice and concise timeline. You'll have 99% of your keyframes between say between 0-300 and then one that's 0-300,000+ kinda triggers my OCD lol! I was hoping for a way to allow for keyframes to be placed on a non-zero keyframe like keyframe 9.225 instead of 9, for example. Hi @jed! This is likely due to my poor understanding of how key-frames work, or worse, my inability to understand of radians/pi ;) What I was trying to convey is lets say you have a 3 frame animation. There something that rotates 360 degrees every 2 frames, then you have something that rotates 360 degrees in 3 frames, my understanding is this is a 2/3 ratio (0.66), but if you dragged all key-frames over so that the project was 4 frames long, the second key-frame might shift from frame 3 to 4, but the first key-frame might stay the same, making that ratio (0.5). What I am wondering if there is a way that if you were to drag all keyframes out, is if you can keep identical proportions. If I dragged the length of all key-frames from project length of 3 frames to 4 frames, could that first key-frame somehow become 2.64 to keep the ratio correct, or does C4D only operate in whole numbers for frames?
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