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Decade last won the day on October 17 2017

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  1. Thanks Vozzz, The rest of these creature sculpts are up on my Behance portfolio: https://www.behance.net/Graeme_McD
  2. Been a while since I did one of these - Modelling & sculpting a mix of Cinema 4D & ZBrush, render in Octane, plants from Forester.
  3. The best way is to make morph targets for the eye deformation & drive them with your eye controller. So make targets that distend the shape of each eye left and right & tie them into the movement of your eye controller. The up & down should be driving your eyelid morphs/ bones, such that the eyelid maintains it position relative to the top of the iris as much as possible. You will need to do some Xpresso to allow the animator to offset the lid on top of this ie the value from your eye controller & the values from your sliders should be determining your overall lid height.
  4. Exactly that, I was talking about the Character object templates. So it's a custom rig, good work. It's a rule I have learned that it's almost impossible to make a rig that is completely bug-free until you or someone else has put it through it's paces with a test animation or two. It's just part of the process, you always find something to improve or fix.
  5. What a cool idea for a thread ! Liking your work.
  6. Hey Fastbee, it's not a plugin for sale, I'm just using Python & standard C4D features. The basics are that I'm using the Interaction tag with python scripting in the 'scripting' tab to drive a wide array of pose morphs. The drag areas are defined by polygon selection tags - the interaction tag is designed to be triggered this way. Then you are defining which morphs are driven how much by what direction of mousedrag from these areas. The interaction tag provides specific python hooks for these kind of things. I have seen a tutorial kicking about for driving the interaction tag via Xpresso instead but I can't find it right now. In this case, I found it was actually easier to use Python for me & it completely side-stepped the complications of priority issues with Xpresso in a complex (ish) rig. You can also make the drag-zones explicitly visible by using duplicate non-renderable geo with a different material applied.
  7. I'm a Cinema 4D Rigger but unless you're a company, I'm probably too expensive. You go by their reel really, like you would for an animator or a lighter. If someone does a lot of rigging, they will have at least part of a reel dedicated to showing off their rigs. You could also ask them for a sample rig from a previous project so you can have a play, or a sceencap of them demoing one of their rigs, They're not obliged to share these things of course and might be too busy to supply them but no harm in asking politely. Here's a link to my showreel, for example: https://graeme-m.myportfolio.com/ Most artists will have something similar. It depends how much your budget is. If you're not offering an industry day-rate, then you're going to be getting hobbyists & students - some of whom are good but you can't be too demanding. If you're paying proper day rates, you can be pretty demanding about quality.
  8. No worries, you're right about the possibilities - you could have for example 4 events on the same slider - some kind of complex mechanical unfolding of different parts for example.
  9. You need to use 2 range mapper nodes to split your slider - one with input range from 0 to 0.5 (0-50%) & one from 0.5 to 1 (50%-100%). You also need to clamp the mins & maxes. That takes care of splitting the slider output - now you need to set the range mapper node's output unit to something relevant - like degree for rotations for example & set your min max values. Then connect them to each to the object/s they should drive. The more you do Xpresso, the more you realise you use range mapper nodes almost every time !
  10. Looks good to me ! Is it an advanced biped rig or a custom one ?
  11. You can also try the VAMP tool from the Character -> Manager. The 2 characters need to be fairly similar in outline & proportions. You will still have plenty of cleanup to do, it just gives you a start.
  12. Just hiding the viewport visibility of the cloner won't disable it's calculation. For that, you have to turn it off with the tick, which affects render too. So if you want a very high number of clones, it's more convenient to use the tag or LOD, so that you don't have to keep turning the cloner back on before render & waiting for it to generate. It can also be useful to have some level of representation - sometimes just 10% of the clones can give you useful feedback while you adjust a random effector, for example. You can also use a display tag to force the clone display to be just boxes, or whatever.
  13. Thanks guys. It was fun to work on. I'm feeling in the mood for a dinosaur next.



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