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Bolos last won the day on February 16 2019

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  1. @everfresh wasn't expecting to learn more about George Duke around here, ahah. Thanks for the links. Master Of The Game is a great album! I heard "I Want You For Myself" a few times before, really love this song. Didn't know it was him. I also heard about the awesome Daft Punk sample but didn't know it was coming from here. There's also a huge Funkadelic vibe at times :) A Brazilian Love Affair is cool too, there's awesome parts but the more "free jazz/improvised" parts are a little straining to me. That's what kinda set me off on the few albums I listened before. And I love "Funkin' for the Thrill", that's the typical funk sound I love. He also has some very cool album covers. Love this one : Concerning the rig, that's hard to stay motivated. It feels like each time I make a step forward, I make two backwards. *crying face emoji*
  2. Thanks again for all the tips @everfresh, I'll follow those and give you some peace, ahah. The song is "Can't Hide Love" from Earth, Wind & Fire. I don't know much about George Duke but "Shine On" is a favourite (might not be his most representative work from the few others I know).
  3. Hey @everfresh, I'm getting real close to the final look I want but still have a few problems that I have a hard time to resolve. The main one is that there's some latency/updating issues between the viewport and render. I'm trying to sync the tapping feet to the beat but there's some update thing going on in the viewport. If I move the green playhead it looks like the render, but when I release it, there's a small fix going on to match the actual keyframed positions. If I use the backward/foreward arrows instead, the small fix is only happening when I select an element in the object manager. What I mean is that the render doesn't seem to use the real keyframes but what I get before those little "updates". So I can't precisely pose my feet with this going on. Do you know this issue and how to handle it ? In the Redshift render (posted here : https://couill.art/project/can-t-hide-love) the eyes seem to be wobbly and I suspect there's again priority issues. But when I make a hardware render with polygon lines visible, I don't see any shifting. So I'm kinda bamboozled. I also tried to do the "parenting null trick" to have the toes of the first lizard to follow its tail but I guess I have a priority problem too here. I finally noticed I wasn't quite right with maintaining the heels in position, I played with the PSR/parent constraint on the heel bone and it's priorities but didn't found the perfect solution yet. It also looks like the tibia is changing height instead of moving the knee. So if you have some time to look at this too, that'd be awesome. I uploaded an update of my lizards (with assets) here if you want to have a look : https://we.tl/t-EY8cxB0D92 Thanks in advance ! PS : Man, I know I already owe you a lot, if there's anything I can do for you, please ask.
  4. Ahah yes. I think I managed to get it right. Thanks a lot @everfresh!
  5. Ah thanks for your time @everfresh. I just did that but now everything's moving lol. It seems more natural now but even when I enable Position on PSR constraints, for example on the heel, it keeps on wobbling. So it's somehow worse.
  6. @everfresh Ah I tried to organise it clearly but yes I totally understand that. I just tried to use your second option for the hand/belly thing because it seems more flexible to me. I may have it wrong but if adding bones is a better solution, that also mean that one should make similar constraints near a joint (where there's more chances to have 100% weighting to a single joint) ? Anyway, I managed to get a null clamped to the belly without any latency, but when making a parent constraint on the wrist (like it works for the tongue) to that null, there's still some delay. I played with priority options and numbers but no miracle so far. Wanna have another look on the updated file maybe ? https://framadrop.org/r/ko_0nLAH8h#6qk7lk5BzFRNa2OhpkWEzwAhJMNefrFriAl0GA+vvoM= The new clamped null is a purple one called Wrist Position.
  7. @everfresh For info I just had to disable the psr and add a parent one on the tongue null constraint and the tongue is now working as expected! Didn't even had to get it out of my controllers. The priority was set to expression 2 though, that might be the reason why ?
  8. Thanks @everfresh! I'll try that and adding another spine bone. However, I guess this mean I'll have to redo all the weighting and post morphs ?
  9. On top of being slow it's changing height. So when I get on the landing page and scroll fast to the content, topics titles I'm reading are brought lower and I have to scroll again. It's mildly infuriating.
  10. OK, thanks for the insights ! @digitvisions Sorry to ping you @everfresh but would you like to take a look at the file for my tongue shifting problem ? Thanks in advance!
  11. Ah, I didn't thought about that. I actually thought that since I'm using global P & R, it should take the belly's parents into account. Does that mean my rig should be done differently/efficiently (not having head to hips children of another) ? Cause I added the hips to the wrist constraint tag and fiddled a bit with the settings but didn't saw any latency improvement. Killing the weird sexy pelvis movement from the hips fix this, yes, but I really like this weird sexy pelvis move, lol. It also sounds painful in case I'd want my hand to be constrained to the head. If I understand well, I'd need every controller from hips to head onto the hand controller constraint ?
  12. Totally off-topic but I just thought it would be nice to make it look like it's a discussion between cats (one beautiful and one ugly tho).
  13. Vimeo also offers to update the video file only.
  14. I watched a tutorial and the doc again and tried to follow the rules but no luck. Shouldn't I get rid of the lag when using a priority of 1 on the PSR morph constraint and of 2 on the wrist controller ? I can't get less latency than in this gif (with a hand problem tho) : https://gyazo.com/931379ddc1f590c97f108e894210a12e
  15. C4D should do that by default. At least it does for me.
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