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bnine

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  • First Name
    Benjamin
  • Last Name
    Chellaram
  • C4D Ver
    19.053 Studio
  1. Sweet, @Cerbera. Thanks for your reply! I've read everything 5 times and I think I got it right. The only thing I am wondering is if the cage needs to fit the mesh when its subdivided or when it's not, or both. In any case, I made my cages slightly taller so it fits both. Also, should i add a custom cage to the end-strap/hinge (as seen in the last picture). The hinge is not currently in the connect object, but I can move it in there. I used a cloner for all three. I actually "reverse-engineered" it a bit, the cloner was more accurate it getting equal spaces between the links so I basically used the cloner object as reference and moved my mesh so they are all spaced equal and are the same size length-wise. Nifty! Okey so here is my progress: I know it looks like the links are coming through the cage on the last image but it's not, I think that is just cinema being weird on that angle. Thank you for helping me out! :) Ben
  2. Hey @Cerbera, I was wondering if you had some extra time to have a look at my project. I'm still getting stuck no matter what direction I take with this chain and I cant really find any suitable tutorial online. Don't stress it if your are busy! :) Thank you Ben
  3. @Cerbera Sounds awesome dude! I'd love to get som help with this, as well as learning how to do it myself next time. If you want I can send you the full file which is a bit different from the one I uploaded before. I've made a couple of changes since then. Thanks again, man. This really helps me out big time :) Ben
  4. Okey I've looked at both setups (with my beginner-intermediate c4d eyes) and I'm not sure which way to go. I've seen the mesh deformer in action and it looks like it's mainly used for softbody animation. I'm not quite sure how I would get it to work with the watch-strap I've got. I tried following a tutorial but my mesh goes all over the place. Might be because I've got lots of objects. I like the way a spline would work but I don't want it to deform in any way. How about rigging this thing with joints? Would that work? I've finished the strap and the end-link has to different "hinges" that I would love to have the same type of dynamics as everything. I got one above and one below as you can see below. I've tried following lot's of tutorials but it's hard to adapt the tutorials that show you how to make a simple rope or a simple chain with clonerobjects - to my chain with different objects and extra hinges and so on. I appreciate all your help folks, if anyone has a direct link to a tutorial that might suit my needs that would be great! :) Thanks again, @Cerbera @natevplas
  5. @natevplas @Cerbera Wow this rig is awesome! I do plan to add more links to my strap eventually, do you have a link to a tutorial so I can learn this technique from the ground up? I notice that the mesh does morph a little bit, it sort of bends where it shouldn't. Is there any way to avoid this? I also do want to subdivide it with a value of 3. If I subdivide the editor to 1 and subdivide the renderere to 3, would the mesh interact like it's subdivided once but the renderer will be smooth as a babys but? I really like that I can put the entire thing into a null and animate the null with the dynamics still working, this is awesome! Thank you for your help, guys! Really appreciate it :)
  6. Hey @natevplas! Thanks for your reply and sorry for my late one. I haven't had the chance to look at the last file you sent but I will this week and come back to you as soon as I can. Thank you for helping me out with this, I feel I learned a lot by your first file/reply post and can't wait to open the second one :) Will reply soon! Thank you :) :)
  7. Thanks for the super fast feedback guys! I downloaded the project and the result you got was really nice! I tried putting my strap in the connect object but I got really weird result (for some reason it scaled my object down along one axis, the mesh turned really blobby instead of hard collision like steel would interact with each other). I tried recreating your setup from the ground up but I only got so far, I could not figure out how to anchor the first vertex to hold everything - but copying your spline fixed that for me (but the mess turned really blobby). I really want to learn how to best setup an object like the one I've got. Right now I have a mixture of symmetry objects, individual objects and cloner objects. I assume that this would cause all sorts of problem if I put all of that in a Connect object (I'm not quite sure what a connect object is but from what I could read online is that children of a Connect object sort of ... connects object and act as one?) I've attached just the strap from my model, If you guys would not mind could you have a look at tell me if I should re-structure it? Would it just be better to have individual objects instead of the mess I currently got? WatchStrap_HowCouldThisBeSetupBetter.c4d Thank you guys Ben
  8. Hey guys, I have a question regarding a watch strap I've made. I've seen loads of tutorials on yt on how to rig a chain the best possible way (usually with a cloner), but I can't figure out the best practice on how to rig a strap/chain when the strap "links" are not all the same shape. I've attached a couple of images below: As you can see the strap starts of wide and gets more narrow down the line. After the first 5 links it's uniform, meaning every link is the same size. As far as I know a cloner object would not be suitable for this as it's not just one single object I want to object duplicate. I want to animated this with some dynamic, gravity, make it flap and so on and I'm a bit stuck. The white mesh on the left image are from a cloner object I used to get the screenshots for this post. I am still a beginner in C4D. Does anyone have any tips? Let me know if there are any question or if anything I wrote was unclear. Thank you Ben
  9. Hi, I'm trying to visualize a product but can't get the label just right. First of all I'm trying to get some kind of edge om my label, just like a sticker edge. As of now it looks like its been printed / painted on. And if possible, get that edge to be white (like the way a sticker is actually white paper with printing on top). I'm using Octane and I cant quite figure it out. I've tried to use the displacement values but I cant get it to work the way I want. This is how my node tree looks like for the side print: any tips would be highly appreciated! The second thing I am wondering is how I can get a shine / reflection on top of my entire label. The label has an alpha, as shown below. But I want the shine to be above the alpha, just as if the sticker has a transparant section. Have a look below on how it looks at the moment (Note: I've removed the actual label design and replaced it with a placeholder): As you can see the label has an odd shape. Does anyone have any tips? I'd be happy to provide any information if you need any. Thank you! Ben
  10. Hey Dan, thanks for your reply! I partly understood your answer. As of right now my UV is split up in to four islands. If I understood correctly, it could just as well stitch them together as one whole Island. That does sound logical and as you put it yourself, less issues. I guess that would be beneficial for a model like this where it basically is a square but slightly modified. One thing I dont quite understand is if I put a checkered material on the whole model (not selected areas) - the checker is pretty good. But when I apply a checker to a selected area (for example the front surface), it's all of a sudden stretched. Is there a way to "auto scale" the texture so it's all 1:1 after uv unwrapping or is this done by eye? The only way I can fix this is by editing the settings in the texture tag which also is done by eye. I should probably have mentioned from the start that the front is the only part of the model that will have a texture that fills the entire surface. The sides and back only have a texture which is basically text (product description, barcode, ingredients and so on) with an alpha background. This makes it a bit easier on this model since there is no edge on the sides that needs to "perfectly" align with the front surface . There would only be a blue simple material on the absolute bottom layer of the model like this (hierarchically): - Front (full surface solid) - Side and back texture (text with alpha) - Blue simple material (solid) Again, thanks for your reply! Ben
  11. Hi everyone, I've been learning c4d for some time now and set out to do a project for my self. I have however been struggling a little bit with UV's and texturing. I know there are a lot of different ways of doing something, but I really want to learn how to do something, if not the right way, but the best way from the start. So here goes. I've basically modeled a bag of flour and I want to texture it. I am a beginner and I've looked at a lot of tutorials on how to achieve the best topology and so on, so hopefully it's not to bad :) When I apply a checkered material to the entire model, it's not to bad by the looks of it. Minimal stretching and overlapping (might not be perfect but not too bad - please explain if I am wrong). But a checkered bag is not what I want. I want the individual sides to have its own texture (front, back, left, right - bottom is not so important). I have UV unwrapped it manually - it was a mess to begin with since there is a pretty sharp fold at the top. This is the result: Each of those UV sections have been divided in to it's own selections like so: And I have applied an individual material to each side manually. But as you can see, the checker is stretched and sort of not looking good at all, but the graphics are not too bad (FRONT and SIDE RIGHT text). In order to get it to look like that I had to manually (by eye) adjust the texture tag properties (Offset U & V, Length U & V, Tiles U & V) as seen below. This seems like the wrong way to do it. Since I added the texture to a selection, did I really need to UV unwrap? How would you guys go on about doing something like this? Since this is a real product, the texture has to be pretty much spot on and I feel I've missed a few steps. When I put on the actual package texture - It does not look to bad. It actually looks pretty good, but the process on how I achieved that feels janky and not something I would believe is the best possible way. Any help would be highly appreciated, If I missed out on some information, please let me know! :) Thanks everyone Ben

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