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Vertex Helix

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Vertex Helix last won the day on April 19

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55 Noble Beginner

About Vertex Helix

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  • C4D Ver
    R16.050 Studio
  • Operating System
    I7 7700, GTX970
  • Location
    Athens Greece
  • Interests
    All aspects of CG, Gaming, Music production, Graphic novels, Windsurfing

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  1. Been thinking to make a move for some time. Held back by how much time will take me to feel comfortable in there....but the precomping and lack of sound in AE is killing me
  2. Found Paula along the way... A little more work on the rigs, scene bocking and finally time for animation...
  3. Not sure why but the rest of the animals were too shy to appear today. Will try to talk to them...
  4. Been preparing this animal mockumentary scene the past few weeks. Here's some of the cast so far. Sebastian
  5. Alright Union I went through your file, so let's start from scratch here: 1. Draw a linear spline parallel to the floor. Just 2 points, start and end. Make your spline Bezier. Name this "Control Spline" 2. Duplicate that spline, choose the 2 vertices, right click subdivide.Choose again the new vertices and subdivide again and then one more time. 3. Choose all the vertices, go to Character/Convert/Spline to joints. 4. Name the root of this Chain Spline IK. 5. Take the first joint and apply a Spline IK. Use the end joint as the end and the CONTROL SPLINE with the 2 points, as your reference spline. 6. Now go inside the Spline IK tag and press Add & Create twice. No you have 2 handles that will control the curve of that spine. Essentially what they're controlling is the tangents of the bezier curve, 7. Zero out/Freeze the two nulls you created. Inside the tag of each null color them and shape them to taste. 8. Use protection tag on Translation/Scale and all rotation axis apart from P. 9. Now try out that spline curving, and go back inside the IK Spline menu to play with the distances. See my previous picture to pick on the ratio: Head to Tail controlling distance is almost 1/5. 10. Now it's time to create the head and tail joints. I think you know how to do that. Just parent them accordingly (use the image above) 11. Zero out everything 12. Don't bind your mesh until your joints are working as they should . Best VH
  6. Hey Max, so what you need to do is place a Sketch Style tag on your extruded text. Then make a material and use only the luminance channel. Pick your color for the Caps (in your image it's red) and place the material on the model. On the Selection tag of the material write "C1" (Front caps) On your 2nd material for the sides (in your picture it's white), choose another color in the luminance channel. Place it on the material and write in the selection tag "R1" That should do it Best VH
  7. No worries Union, we'll help you get there. I m on the road right now, give me a couple of hours and we ll do this together
  8. Hi @Union, it's not that tricky really (...well maybe it is): You mainly need to rely on IK spline with 2 handles, one right behind the head and one 2 joints before the end of the tail, to bend the curve. In the picture the Pyramid is the root node responsible for translation, and the neck handle rotation is handling the curve. The last joint will act for corrective rotation to achieve that characteristic inch worm movement. Have a look at the draft to figure it out, otherwise let us know if you still need further help.
  9. There's Pixelberg, that let's you try your maps as PBR materials without leaving C4D. http://frostsoft.blogspot.com/ Have a look and see if this suits your workflow.
  10. You'll need a PBR workflow for to get your materials look right in any game engine. So @mlewy what you're saying is that you have already tried to generate Color, Normal, Roughness and Metalness maps inside C4D and then bake them and export them?



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