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  1. Hey guys, modelled creature and trying to rig it now. For his tentacles I used dynamik IK and it works quite good actually but when the character turns his head the tentacles seem to stay at their initial H rotation. Will attatch a clip. Also something I want to achieve but still not sure how is to still be able to move the individual joints while keeping averything dynamic. Any tips? cheers zullup
  2. again, thanks so much for this. This really solves it for me - and yes, you can send them the model. Hopefully this will be fixed..
  3. aaaah! yes you are so right. Jesus, thanks so much for your help, you are amazing! Already gave up on this ^^
  4. oh I am actually not working on that .abc - just used this to export... tried importing this .abc now tho - baked it and still got the issue. Did you also check the back of the head if everything is fine up ther too? I am asking because on the first glimple everythig seems fine because the front portion works perfectly. I recorded what I am doing -> https://we.tl/t-GEasuTWaGv
  5. first of all thanks for the help! okay so our workflow is the same... When i saw you using that "store" function i was hopefull that I could then restore the position after the hair guides go all over the place after rooting - wich works, yes - but then the guides are un-rooted again One post above your video I posted a link to my geo + curves. Maybe you can check if the issue happens on your side as well?
  6. awesome, thanks! here btw. is the .abc with the curves + geo just in case it helps figuring this issue out. edit:// here is the link https://we.tl/t-OG2RuMXCg5 cheers
  7. Hi! no, I did not change anything in the hair settings before "set roots" besides setting the link geometry. After your comment I tried all kinds of different settings in the guides tab but it did not solve the issue. The strange thing is that it works on most parts of the mesh, I really don't know why it snaps like that just on the back of the head. I checked for normals directions, illegal polygon structure etc. but everything is clean.
  8. Hey guys, right now I am facing issues with setting roots. I have curves that come from Ornatrix (want to create my hair with ornatrix but also want to have the final hair in natic c4d for different reasons) In this example I created basic strands in Ornatrix, converted them to curves, converted the curves to hair and than set the roots to the geometry again. The rooting works on about 75% of the guides but some of them seem to snap to the next edge instead of the polygon. I will add some snapshots to show whats going on. pic1: here the
  9. Hi Dan, well I am not a pro so I do know the basics but thats it. Never touched things like animation layers, motion clips etc. inside c4d. https://www.instagram.com/dav.beran/ I googled and searched youtube but did not find good tutorials or maybe the ones I found were a bit confusing for me. I just want an easy way to keyframe one controller over multiple layers so I do not need to make multiple controllers for one controller. Will try to dive into that topic a bit more.
  10. Hey Guys, I sometimes do character animations and I recently saw a tutorial on YT for maya that shows the use of animation layers. I often for example have to add a consant animation like breathing and till now I used to use multiple controllers each to be able to seperately add keyframes for a breathing animation. I know that there are things like motion layers, animation layers etc. but I never really figured out how to use them. Do you guys now how to use that properly or do you have any good tutorials for that case? My case here would be for example
  11. Hello, right now I am trying to find out how to be able to mix dynamic joints + controls to make it more artdirectable. For example you want to make a simple rope, pinned to something on one end but besides having the advantages of the dynamics I also want to be able do control some movents etc. I know how to do each seperately but I am not sure how I can combine both worlds. How would you guys aproach this? cheers
  12. hmm would be great to see this. all joints are scale 1 so that should not cause the problems in my case....
  13. Hello, made a rig for a character, finished skinning, added controllers etc and it works as expected. Now I want to go back and add a shoulder joint (scapula joint) but the problem is, that the newly added joints move to a random position after reopening the scene. Actually it already starts happening when adding the new joints to the existing joint hirarchy, saving the file, close and reopen. I think that kind of issues I am facing quite a lot when adding stuff to an existing hirachy but sometimes I can prevent it from happening by using parent constrains instead af a
  14. I can't post the file, sorry. One pose morph for each controller would take ages and also seems to be not very easy to create facial expressions like that. ALso it is not problem in this case to take away freedom of positioning the face controllers because I only need a few different expressions and can also blend them to create variations. that would also be a solution bat actually the same as EXcluding all controllers that have nothing to do with the face, right? Thats actually what I am doing atm. but I already had issues with that workflow. Actually I do not need to move my


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