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nihonjin

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About nihonjin

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Ayush
  • Last Name
    Tanna
  • Location
    India
  • Website URL
    thevideopb.wordpress.com

Cinema 4D Information

  • C4D Version
    R20.026 Studio

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  1. Hi, another question about hair sims in C4D. My basic question is that I have done grooming on a particular model and I want to basically copy that hair and have it attached to the same object but with different animation (and so simulation will be different). I have a .fbx of the second model where I need to add the hair. The polygons/mesh are identical only the animation is different. When I make the exact same selection on my new .fbx model and copy-paste my old hair object and put the new selection tag in the link under guides, it doesn't wanna seem to move with the mesh but stays in one place while the walk/animation goes on beside the hair and the hair being attached to a "ghost scalp" that isn't in that position anymore. Adding a new hair object to that same selection does work and moves with the head but defeats the purpose of copying the groom. Is there anyway I can get it to stick to the head? I'm linking to a video showing the same (apologist for the frantic mouse movements ) https://we.tl/t-KY4u9Knckj Thanks in advance nihonjin
  2. Hi, I tried out caching it again today and works fine. Also, the frame rates were the same I checked. But anyways its working fine. Can't thank you enough for all the help!
  3. Hey, thank you so much for all the help. I'm really doing this stuff for the first time and this helped out so much. Thank You! So on an unrelated question, after caching the simulation, the hair doesn't seem to render the same with the cache and without the cache...I have no clue why thats really happening. Cached.mp4 UnCached.mp4
  4. I changed the scale of the kid to 4 times the previous size and it eliminated like 98% of the jitter. Ive attached another video for you to see. Now I don't really know if/how much of this will show up in the render though BetterSim.mp4
  5. I think this might be the case...because the model I have is about 22cm in height (its supposed to be a 3yr old human kid). So should I keep it's height somewhere between 85-95cms because thats the average height of kids that age, or some other height that makes dynamics work better? Also just scaling object from the attributes tab would do the trick? I've attached the file I have been working on, here : How does this really help? I have attached a screen recording of the file you sent. Theres one hair at the top of that does slowly keep moving till the end of the animation (150 frames), but definitely much less jitter than what i have got till now. hairtest.mp4
  6. Hi, I tried upping the iteration to number of segments (that is what, I assume, you meant by guide points) of the hair guides (5 in my case). It did decrease the amount of "jitter" that was happening in the guides but it's still there. I have attached another screen recording for you to see. Yes currently I wanted to style/groom the hair once it achieved it's "rest state" and by setting it as dynamics in the Hair Edit subhead inside Simulate. I was following this tutorial to do the initial styling. I do want minimal dynamics to act on it once the main character animation is done though. I also increased the rest mix and hold both to 10% and it still jitters. I was reading the MAXON help guide and here's what they say about styling : I tried this as well but it doesn't completely eliminate the "jitter" either. I could try styling it and then turning "Rigid" on in the dynamics tab to see if it jitters after doing that or not. test.mp4
  7. Hi, I have been trying to make this hair simulation of human hair in cinema by selecting polygons of the head where the hairs are supposed to be attached. Everything works fine except the gravity simulation. The hair sorta settles down like it supposed to but keeps vibrating and jittering. I have made the face a collider object so that hair doesn't go inside the scalp. I'm attaching 2 videos showing the simulations when I keep the collision on and when I turn it off. Thanks in advance! Collision-OFF.mp4 Collision-ON.mp4
  8. Hey, I'm really sorry but because it is for a client and I don't currently know when or even if they will release it I can't upload it here...the main issue is mostly resolved as a work-around of not using the connect object so I guess that is what created the problem in the first place. I apologize again if this is strange especially after me asking for help, but I just don't have the complete control over it. I hope you understand.
  9. Hi, I have only one main mesh of the panda inside a connect object which is referenced inside the hair object. I've attached a screenshot of the object manager for hierarchy. I just discovered out that using the "panda" mesh here directly in the hair object works fine and gives the same result as seen in the viewport render. I think there seems to be some problem with using the connect object with the rig here.
  10. The title is almost self-explanatory. I have a scene with hair on a "panda" and when I render it in the viewport, it shows up fine and uniform as it should be. But when I render (and save it) in the picture viewer, it shows up all choppy and not as long in some places as it's supposed to be. Is there something I'm missing here? I've attached both images of the renders in the viewport and the picture viewer. Any suggestions are welcome! Thanks in advance.
  11. Hey, this is actually a very good starting point, It was exactly almost exactly what I was looking for. One small question though, so you do suggest that shaders is the way to go for this kind of a project? Thanks so much @DasFrodo!
  12. Hi, so I was messing around with shaders in C4D and trying to create a fictional planet's surface using only the shaders. I have a couple of questions after my failed attempt at doing this : 1) Using noise I was able to create an atmospheric feel with a dusty feel like Jupiter seen from space. How can I actually create different shapes of land that looks random and generated? Because all I have now is like and ocean with different colors (I can attach images for reference if required) 2) Are shaders the way to go for this kind of thing? I mean this is just a personal project so I don't really know how else to proceed. Seeing how robust shaders are, I thought it might be a good way to go but I can't figure how to make a "surface" and giving it some depth like it usually has on real planets. I'd love to hear any suggestions to change/improve my current approach for this. Thanks in advance!
  13. I see how useful it can be...thanks got your replies... appreciate the help. I guess I gotta add another thing on stuff to learn list
  14. Okay, incoming super noob question : Does using substance designer and other apps made by allegorithmic help make my textures more realistic? And do I get more functionality over the default texture editor on c4d? Please let me know if this is an inappropriate place to ask questions... I'll delete this and start a new post then. Thanks in advance.
  15. Did you try selecting Side as “both” in texture tag properties?
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