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About munkittrick

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    Cafe Ronin

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  • C4D Version
    18.057 Studio
  • Location
    Orlando, FL
  1. Go to your Mesh menu, drop down to the Transform Tools and the third selection is the transform brush tool. Well, that's what MAXON decided to call it anyway. It's really more of a distortion tool without any ability to control it...but like I said, I figured it out and it's working as expected again. For some reason, when I'm working on larger projects, my memory gets bogged down and I need to do a restart...and all my tools come right back to life! Thanks again!
  2. Actually, I figured it out. The constraint is the key combination of CONTROL+SHIFT+RIGHT CLICK and drag. Transform brush goes along only the axis that you drag. Thanks so much for the reply.
  3. Hi all! I'm trying to create a virtual copy of existing terrain for texture mapping and projection. I can lock the scale, rotation and movement of my plane, but I...for the life of me cannot figure out how I was able to lock the brush tool transform when I shifted the object's points. So, I throw myself to the mercy of the gods of pixel pushing. How do I restrict the BRUSH TOOL to move points in only one direction? THANKS IN ADVANCE!
  4. Okay....this is really odd. I got the rig to work flawlessly....but ONLY if I use the "advanced biped". There appears to be something amiss with the standard "biped" rig. I've tried the "advanced biped" on three different meshes...and they have all worked exactly as expected. While I'm here, I have another relative question. Is there a way to add an item to TWO separate layers? The character rig appears to use layers to organize the structure, but I was wondering if it's possible to add one of those already layered files to another layer...so that I can select those specific controllers/joints in the hierarchy without having to show other miscellaneous joints.
  5. Thanks for this link as well! A lot of good info in there that you'd only understand if explained like this video does.
  6. Certainly. It's a mid-poly build that is at the bare minimum for the model without going into creating Normal maps and deformations...but it's attached for your interest. Thanks again! Mid_Poly_Rig_Test.c4d
  7. Hi gentlemen. My apologies for the delay. I'm in the US and do not get alerts from the forums at all, for some reason. 1.) The model is -Z and is centered in the workspace. 2.) It is, in fact a character rig from the built-in character tools in C4D. 3.) I built everything with symmetry ON, but found, upon clicking the binding tab and then the animate tab that the right hand seemed to rotate at one joint or another, so I made a copy of the project and tried to get the rotation of the joints correct independently....which resulted in absolutely no change. 4.) It was my initial thought that the models might have inverted normals or even an odd number of polys, but after checking, and rebuilding the character rig from the ground up, I get the exact same result. One thing that I noticed with the character rig...when I assemble the joints in the "build" mode, and then align them in "adjust" mode...the finger nulls DO NOT move, just the bones/joints children move. I need to view the entire hierarchy to recenter the fingers so that they don't have any odd axis misalignment. Occasionally, I'll find that ONE joint will have a 180 degree out-of-phase bone...but regardless of fixing the rotation or not, the result appears to be the same. Essentially, I'm trying to use the character rig for some very rudimentary animation. I'm not doing any animation to rhythm or matching voice tracks. The character rig has proven to be a great one-shot tool to get this done, but with this new hitch, if you will in the system, I can't get the joints to act as they would in a natural, real-world character. Thank so very much for your time. I do appreciate it.
  8. Hi all! I've modeled a few really simple stick figure-type characters and have been utilizing them to get my character rigging skills in tune for upcoming projects. This is the first time that I've experienced this exact issue, but it seems to be happening on every rig that I build. I use a fresh character rig, adjust the bones with symmetry, making certain that both the left and right side nulls are placed identically, all joints in alignment and that the model is perfectly centered to the character rig. (See attached image) Now, after I place the only item in the scene into the binding tab, and then move to the animate tab, the model warps to give the result that you see in the image. I've tried rebooting, reinstalling and even remodeling the admittedly simple character TWICE to rule out the possibility of an issue with the model itself. 1.) I CANNOT get the "mirror tool" to work at all with the character rig. No matter how many time I select the bones that I want to mirror, the only thing that I get a duplicate of the entire hierarchy and NO mirroring. 2.) I cannot get my rig to bind properly, and the finger joints seems to have rolled...so that many of my fingers actually "twist" instead of curl. I'm freakout out, but I really need to get some kind of understanding of what's going on so that I can fix it in future rigs. I REALLY appreciate your input! THANK YOU!!!
  9. I think that I might have just accidentally figured it out utilizing a fields effector and a pose morph pose. Thanks so much for the input.
  10. Hi again all! I've got a request to make a cloth cape for a character with dynamic movement. I need to figure out how to make a plane fall utilizing the force of gravity to cloak the figure (like the old ghost-under-a-sheet), but to have the cloth avoid specific areas as well as a means of belting the material AFTER it's fallen into place. A good visual reference would be Dr. Strange's cape. It's still a fluid moving cloth object that moves with the character....but starts as a plane. Any help would be great. THANK YOU!!! Windows 7 Ultimate C4d r20 Studio AMD 32 core Ryzen 64GB RAM Dual RTX 2080 ti cards
  11. Yep. The creator had resized a proxy mesh for animation as a deformer for the high-poly mesh, scaled the two separately...and then...he hid it in zBrush. All better now! Thanks!
  12. I guess that it was a little complicated to understand, but here's the basics simplified. Imagine that you've created the model of a penny in zBrush and another in Blender. When they are imported into C4D, the pennies appear to be identical in size, but one of the pennies is 1,000 inches in diameter and the other identically sized in the viewport is .00125 inches in diameter. If I select the penny with the higher number measurement, I can easily move it around as per normal, but if I select the second penny and try to move it even extremely slightly....the thing goes into infinity and is no longer visible. 1.) I was supplied with a building that I will be using to replace another structure in a live action shot. That building was modeled in Blender with INCHES as the relative measurement that was exported to an OBJ. (I misspoke earlier. The building is in inches, and the character is in mm) 2.) I have another OBJ created in zBrush that contains a mesh that was created with millimeters and re-topologized for animation. 3.) BOTH of those items will be motion tracked and modified in C4D and combined for compositing with After Effects at a later time. The C4D scene is using cm due to the relative size for numerous composite effects (fire, shattering glass and so on). 4.) It begins to get complicated when I try to import the building. Being that it was created in mm, it has always been a very simple "scale-to-fit" solution to match up the frame size. When I import the obj building model, it is TINY...so, I cluster all of the child objects and scale numerically by simply multiplying the polys of the model to fit the scene. After I scale the building up and select the polygon that I want to modify, (in reality a two story house roughly 25 feet tall) the object's polygon size is 0.0129in....even AFTER scaling. In fact, I split the main panel and copied just that polygon face and it remained very, very small when compared to a primitive cube which measured at 6,200cm. Side by side they are identical in size....but the imported object looks and acts like a huge object. I can select that split polygon and even the tiniest movement of my mouse shoots that object WAY out of the scene whereas the editable primitive cube moves in infinitesimally small increments. 5.) Here's where everything goes off the rails. When I import the zBrush character that was exported to an OBJ file into that same scene for rigging in C4d, it shows the model to be over 1,200 FEET tall, and scaling within the interface doesn't change the measurements of ANY polygons, even thought I'm scaling the thing down to about 1/16th of it's original size. Basically, I'm importing everything as I always have, I've verified the scene size and format before and after importing the OBJ objects. I'm beginning to think that there was some kind of issue upon export from either Blender or zBrush. I'm just going to have to play it by ear and see if I can get new files from the modelers and start over. Thanks so much for your time.
  13. Hi all, I'm a 8 year vet of C4D use in a professional environment, so I feel a bit awkward in asking this....but here goes. I have a hard surface building that was created in Blender with a character created in zBrush. Both files were exported to OBJ for flexibility. When I import them, I can change the hard surface building scale to meet the C4D scene scale....but upon import the zBrush object, the scale is way off....even though I've imported the scene with the proper scale. IE, the building must have been created in MM instead of inches, so I have to scale it up to fit the scene properly....but the polygons on that object EVEN if they are the same physical size as an object created within C4D, the polygon faces show up as dramatically different measurements. How do I import an OBJ scene into a C4D scene and make the polygons, NOT just the scene scale enlarge without literally scaling everything in the interface? MUCH APPRECIATED!!!!
  14. Nevermind guys! I forgot that I could turn off the edges and get the desired effect.
  15. Hi all! I'm in a pinch and need some knowledge. I sculpted a character in zBrush and exported to an OBJ. I loaded that OBJ into C4D and realized that my textures had slipped. I modified the texture, but I need to do some fine tuning on the model. I'm trying to hide the polygon "grid overlay" on a mesh while maintaining the ability to see the object texture, minus the polygon grid. Any ideas?
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