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ABMotion last won the day on December 4

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  1. FPS walk camera effect

    For a FPS style animation, you can use Tools>Virtual Walkthrough. There are many options in there and you animate by using different keys for different actions similar to a game. You can record all the movement and create a camera as well. Here is a basic tutorial by @merkvilson to explain it:
  2. DEM from xyz coordinates

    Not a solution within Cinema 4D, but if you have XYZ point cloud data, you could try and use the free program called MeshLab http://www.meshlab.net/ to create a triangulated mesh which you could then export as an STL/OBJ to bring back into Cinema 4D. Not sure if this will work with your data, but maybe worth trying. Basic instructions, but many tutorials online http://fabacademy.org/archives/2014/tutorials/pointcloudToSTL.html Another possible Cinema 4D technique for you if your data can be derived from actual maps/GIS data rather than your actual text file:
  3. 2D Zoom in scene Camera?

    Not entirely sure what you mean now, but hopefully one of the following will help you: Basic Projection Mapping: Actual 3D Projection Mapping Rigs for C4D Free Rig Download: https://www.dropbox.com/s/8gtuq3xl1m722bq/projecion mapping rigs.zip?dl=0
  4. Change in render time

    I think in this case, the issue is that if nothing has changed in that file at all including render settings, the time has significantly grown, so it's not really related to your render settings. I assume it is literal that nothing has changed in that file. Just so you know, there is nothing particularly wrong with your render settings. The only question I have is I see you're using 300 dpi which I assume you're using because it's for packaging and I'd assume therefore, print. If that is correct, then that is fine. The only other thing I'd test is if Physical Renderer is faster than Standard. To repeat though, if nothing has changed, none of these settings are the problem. Because of the above, things I'd look at are outside of Cinema 4D and any render settings: Are all files related to the scene located on the same hard disk and in the same places they were when you got lower render times? i.e. You haven't gone from local SSD to networked standard drive etc. Is the hard disk you're working on getting too full? Do you have any other programs running in the background that may be using resources of the computer that were not running previously? This could be things like antivirus scans, browser with many tabs open, video players, backup, disk defragmentation etc. Heat and/or faulty hardware. Check the computer is not running too hot. This can cause some computers to slow themselves down to save from greater problems. Faulty hardware like RAM etc., could also potentially be an issue.
  5. You need to hold down Ctrl(Cmd) when you click and drag to add joints. You can modify this behavior using the Modifiers section under the Joint Tool:
  6. 2D Zoom in scene Camera?

    To use reference images for modeling, you use the other views for the viewport such as Top, Front, Right etc., not Perspective. To load images for modeling reference using Shift+V, then under the Back tab in the Attributes Panel, load images. You can shift and rotate the image initially, then use normal camera move commands or icons to move around the viewport for modeling, again, only in the viewports other than Perspective.
  7. Not much you can do as RGB is the only output from Cinema 4D. The only suggestion for a better result when converting in Photoshop is to go from RGB to LAB then to CMYK, but there will always be quite a difference between RGB and CMYK colors anyway, even if it is converted as they are completely different color gamuts. The only plugin I know of is called CMYK and made by @ruimac It creates an RGB palette but as close as possible to the CMYK gamut, so it still outputs RGB but uses a CMYK palette of sorts. Not sure if it's worth it to you, but it costs 10 Euro. I'm not sure if it's compatible with newer versions of Cinema 4D as it's a relatively old plugin, but contact the author if you're interested: http://www.ruimac.com/plugins.htm#06
  8. Rich Nosworthy has a free Redshift Shader Ball scene from his Node Fest talk earlier this year. A few materials to get started including basic metal, plastic and layered setups. https://gumroad.com/richnosworthy# or https://www.dropbox.com/s/zkyc4605ilu842t/RS_ShaderBallScene.zip?dl=0
  9. I just did a test with a Mixamo rig for you and it can be resolved as follows: Import Mixamo FBX as you did originally Group the whole Mixamo rig under a Null. All the joints and geometry. Open the Timline panel Drag the Null from the Object Manager to the left-hand side of the Timeline panel where objects currently are. The only thing that is now there is the Null (screenshot) In the Timeline panel, go to Functions>Bake Objects... and untick everything except PLA under Include, but tick everything above that section for a backup (screenshot) Now you have a Null (Copy) in the Object Manager Remove all the Joints (green objects that begin with mixamorig) from the Null (Copy) so that only geometry is left (screenshot) Place that Null (Copy) under a Cloner and go from there (screenshot) You can delete the original Mixamo rig/Null as it's not needed now. You still have your original FBX if needed.
  10. I think it will be an issue as it is rigged and therefore has joints, so it won't clone without issues. Edit: See next post... I worked out a solution for you...but I'll leave this here as another possible solution My only suggestion is to import the FBX as you did but then export it as an Alembic file (*.abc) file and then reimport just that .abc file. You will then hopefully be able to Clone that.
  11. 2D Zoom in scene Camera?

    If I understand what you want properly, you want to add a Protection Tag to your actual camera so it stops you being able to move that view, and then toggle the white icon to switch between your actual camera and the scene default camera. You can move freely with the default camera to see your scene and return to your actual camera view with the toggle. See screenshot:
  12. Does anyone know how I did this?

    Just increase Blurriness in the Transparency section for your material:
  13. Simplify geometry help for 2D purposes

    Not quite sure if I understand your question correctly, but Cel Shader & Sketch and Toon are post effects and therefore cannot generate lines without literal geometry. The exception is a Sphere that has the Render Perfect option when parametric. If you mean the Cel Renderer is generating more lines than you require, use the Sketch and Toon Effect in Render Settings and remove the Cel Renderer. It will create the look you have with the green smile face example with default settings. Again, though, it still needs base geometry to generate the Sketch and Toon lines properly, but won't literally draw the geometry as lines in your red sad face example.
  14. Oh apologies, obviously not an R17 capability then. Manually doing it using Set Selections and placing textures on will work as you suggested. Only other way I can think of that will hopefully work in R17, but will depend on your geometry and requirements as to whether it will suit you. It effectively removes the Phong tag by using Disconnect, so may not be what you want for a finished look: Make Object editable if parametric and/or highlight all polygons of your object, right-click and click the little black cog icon next to Disconnect, untick Preserve Groups and click OK. Each polygon is now separated but still one object. Add that geometry under a Fracture Object. Highlight Fracture Object and add a Random Effector. Check it's in the Effectors list for the Fracture Object. In Fracture Object, make sure Mode is set to Explode Segments under the Object tab. In Random Effector, under Parameter tab, change Color Mode to On and untick Position. Add your Multi Shader material to Fracture Object with images as required.
  15. Keyframes Not Displaying In F-Curve Edit

    Try typing Alt(Opt)+A or go to Timeline (F-Curve)... and go to View and toggle on Automatic Mode. Also check View>Show has options toggled to match the screenshot below: