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ABMotion last won the day on March 1 2018

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  1. Go into the material where you've loaded the sequence of images and under the Animation tab, change the Range Start parameter the frame you require it to start on. You've put this question in Xpresso/Python Scripting, so if you want to use either, you just need to access this parameter and do what you need to do programmatically. Edit: To add to the above, the frame it uses prior to the start frame is the first frame of your sequence, so you may need to add a single frame at the beginning that looks the way you want for the frames before it begins if it's not blank.
  2. A new tool by Lars Jandel that helps you set the modeling axis when using a selection, move, scale or rotate tool. Hopefully some find it handy. Gumroad $0+ https://gumroad.com/l/c4dsma Instructions: Just click to change the axis while using the z-center of your selected components. Shift-Click to use the z-back, Alt-Click to use the z-front.
  3. To add to @Cerbera response, once you get the texture on the helix set up in a fixed place, to animate that movement you just need to keyframe the Offset U and Offset V parameters only. I did this quickly, so it doesn't match exactly and therefore your model and settings will be different (i.e. Helix (Circle) needs to be thicker and closer together) and texture (i.e. different font and line spacing closer together), but the basic parameters that need altering are highlighted. Angle of the texture itself will depend on how you've created the Helix, but if you've created it with a Sw
  4. An additional method to add to @DeCarlo perfectly valid method if you already have the buildings layed out in a specific way and don't want to simply Clone is that you can effectively create a Cloner type structure by placing your buildings (each under it's own Null) under a Fracture Object. Then, for your material, add a Variation Shader, adding all the building textures you want using Add From Folder, change Random Color to 0% under Shaders section and place that material on the Fracture Object so that you get random textures.
  5. I assume you're looking at the Product Design Strategies: Modeling a Bottle Screw Cap tutorial and if so, the tutorial has a download file https://cineversity.com/tutorials/fd/15255/15256 Try it on that geometry, even though it's the finished product. I've just tested it for you and it definitely works. It definitely works that way, but needs the geometry to be a loop. Make sure you're in Edge Mode and using the Move tool. After selecting the first edge, press and hold Ctrl(Cmd)+Shift at the same time then click on the second edge and it will select all in between.
  6. The only time I've seen that is when the Camera in the Viewport, or Object Manager if you've added one, is in Axonometric view like Frog and/or your scene scale is very small or you've zoomed in too far. To resolve/test that, when you see the problem next, try going to the menu in Viewport and choose Cameras>Perspective to see if it resolves it or try scaling your scene up. Your screenshot doesn't really have enough detail to determine scale properly, but you can see the measurement of your objects in your Attributes panel..
  7. There are lots of methods for Additive color in Cinema 4D, including my original response to you that I removed using Spot Lights when I realised you wanted Subtractive color/Paint Mix not Additive. As I said in my previous post, I think you'll have to do it manually or try that CMYK plugin if it works in newer versions to get what you want but I still don't think that plugin will be able to give you subtractive/paint mixing.
  8. That's additive as you've said, not subtractive color, so it doesn't match the example the OP linked to unfortunately. They're wanting colors to mix how paint mixes, not how RGB color mixes on a computer.
  9. Aside from the suggestions from @natevplas above which are perfectly valid, if you do want sharper shadows from a Dome Light with an HDRI, you need to ensure the HDRI you're using is capable of producing them. That combination is producing realistic light and shadows, so your HDRI needs to be of a Sun and scene that would produce hard shadows of the type you want. As an example of an HDRI that produces sharp shadows, download from here (free - public domain): http://giantcowfilms.com/2015/11/23/hdr-morning-sun-winter/ You'll see hard shadows produced. In particular, if
  10. As far as I know, the book generator that @maliohammad mentioned is not available in R19 Demo. To use the Easy Book Generator plugin, as you've discovered, it does not work in newer versions, but you can use it by opening the installation folders and inside the res folder, you'll find a file called EBG.c4d. Just open that as you would a normal Cinema 4D file and you'll be able to use it. You'll also need to go to Layers panel and there are hidden layers called AH that you need to unhide. To do that, tick all the icons to show the "hidden" pieces like textures and then relink the te
  11. I responded to this differently at first suggesting mixing colors using spot lights and then realized the color theory you've attached an image for is Paint/CMYK/subtractive based, not RGB/additive so the only way you can do this is by manual mixing I would think as C4D does not natively work in CMYK. There is an old CMYK Shader plugin available (not sure if it's compatible with newer versions though, so you'd need to check): http://www.ruimac.com/plugins.htm#06 but I don't think that plugin will be able to give you subtractive/paint mixing.
  12. Some "website designers" added Javascript that stopped right-click and Save Image As. Disable Javascript and you could save the image again. As I said in response to @Cerbera, the View Image plugins aren't necessary because you can still right-click in Google Images and choose Open Image in New Tab.
  13. +1 on PureRef. That is a good program, particularly for modelling and texture building as it can be forced over the top of any program so you don't get windows priority issues.
  14. You can add an Area Light and then use your Softbox geometry as the Area light itself and turn on Area Shadows. To see the Softbox, tick Show in Render under the Details tab for the Area Light as well. See screenshot:
  15. If you are simply needing to duplicate, and nothing more complicated requiring the Clones to be separate for other reasons, you could try ticking Render Instances in the Cloner Object or use an Instance Object instead to reduce that problem: https://help.MAXON.net/us/#OINSTANCE Alternatively, look at Xrefs or Alembic files and utilize a Proxy type workflow where you swap low resolution versions of your geometry in the Viewport for high resolution versions at render time automatically: As you've noted though, at some point, there is not much more you can do to reduce


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