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Everything posted by RobertL

  1. Sorry for asking but I'm to new to know. Here it comes: 1. When moving an object in the object list under another, C4D automatically expand the hierarchy. What if I don't want it? In my case I have a group I often drop items to and don't really want to loose overview. 2. If I unparent an object via the unparent command it get moved to the top of the object list. Can I tell C4D to move it to the button of the list too? 3. Same as 2. When unparenting an object with a child object only the selected object get moved, not the childs. While this is funny, how can I unparent the whole hierarchy with a command? 4. When instancing an object it get the name of the object. Fine. When selecting to Object and hitting Instance creation I get two Instances with the names Instance. and Instance.1 ... how can I prevent that and still have the naming of the original? 5. Can I force C4D to always create Render Instances when creating an Instance? More to come...
  2. Hey that sounds great. I just have little time this week, next week I got more time. Just let me know.
  3. There are things I'm used to do different to C4D and I wonder how you do that. 1. I'm used to that hidden polygons don't render in preview. So lets say you have a model and want check one element, hide the rest, still everything hidden is in the rendering. That confuse me, how do you do that? 2. When I want to add a selection of polygons to selection tag, I thought I can simple add it, but instead C4D replace the whole tag selection with the one I just have. So to do that. I would always first go the tag, add the tag selection to my current selection, then add all to the selection tag. But that way I loose my current selection. To be fair so, the thing I hate most in C4D are selection tag.. maybe I missed some important shortcuts and tricks. 3. When I disable an object to viewport display, I can still select it, and switch to poly or vertex mode, but I don't see anything. Shouldn't an object appear in viewport when I select its element like vertex, etc. I'm just used to that workflow.
  4. Yeah, in some areas C4D reminds me to Lightwave, that I used 20 years ago. I have to check that out and see how well it works for me.
  5. ok, got it. One more question: How can I assign a keyboard shortcut to the individual dial layouts? As far as I can see now, its always one Dials Layout with submenus in the middle ring.
  6. Hi there, I have found a few solutions, but I can't simplify it to the way I want. What I want is toggle between to modes: 1 = both option are grey 2= both option are red. So I don't need the green state. Anyone has a niffy little script for such? (In terms of multi-selection just take the state of the first selected.. so no real inverse)
  7. RobertL

    Visible/invisible toggle script

    Thanks! Changed it a bit: import c4d def main(): selected = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_CHILDREN) for obj in selected: if obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] == 0 or obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] == 2: obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = 1 obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 1 else: obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] = 2 obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] = 2 if __name__=='__main__': main() c4d.EventAdd()
  8. RobertL

    Visible/invisible toggle script

    Thanks, but I'm not looking for tag, but a script to put on a shortcut.
  9. ok thanks, good news!
  10. I have question toward Dials. I downloaded the demo and each time I choose dials the circle icons get faded in one by one. Now, I'm not sure that the demo only. But if I buy the plugin I want a pie menu that pops in instantly.. so is that only the demo?
  11. RobertL

    Buying C4D Plugin Forest

    If anyone sells Forest, not sure if that's possible, I would be interested.
  12. RobertL

    Instance Broken after Connecting Mesh

    Well you are right, the work around is not to hard, but never the less, its a bug to me.
  13. I have problem with instances. I have an mesh with many instances, but I want to replace the mesh. Actually just a few polygons of the mesh. So I thought it should work like that: Select my referenced mesh, select the mesh with the new polygons then command connect delete. But then all my instances are broken. Now I could of course select all instances and reroute them. But is there another way? I mean I can't do that each time I update my reference mesh. PS: I use copy&paste polygon script in R19 before, but in R20 I have no such function.
  14. Wow thanks.. thats awesome! I wonder why MAXON hasn't already integrated both solutions. So essential. I guess the cv_toolbox stops working once my account finish.. quite expensive. But anyway I will try, it is to essential to miss.
  15. I'm not sure how the normal C4D user manage that, I find it very difficult, but hopefully someone has some useful tipps. When having Objects with 10-20 different shaders on it, I found it really hard to see what material is used for what polygon. I thought there is some kind of selection tool, where I can click on a polygon of an item and it select the material applied to it, but it must have been a dream. So currently I have to go through all selection tags, to see what selection is used and then go through all materials do find the selection tag applied. Thats horrible, it makes the multi sub material in Max look even nicer.. I found new useful information on the web. Just one nice plugin video for a selection manager, that was never been released. So I guess people have found other methods. I'm lost here whit imported Objects I get that all the time and then only script that separates objects by material groups is so slow I could hire someone just do the needed 50 clicks per day... insane. Well, sorry for this, I should probably tell that MAXON, but they have no public forum where people can put there frustration too... but I don't give up hoping there is a solution somewhere.
  16. RobertL


    Ok thanks, very helpful. Any chance you have demos of your plugins?
  17. RobertL


    Coming from Modo I could throw in 100 Points of missing UV Features.. But I think easyUV is a must have for C4D. What I often need is selecting some objects and apply a predefined projection on them. Like planar or Box. This can be done with the core tools, but if you need to edit elements the core tools are more pain then help. Especially when working with non-square textures. Anyhow before buying, I would like to know more of the tool. Like how to edit existing UVs and how the performance is. And if you can back the easyUV tag into a normal UV tag.
  18. Anyone successful exported FBX with Instances ? It should work in R20, but when opening the file in other application I don't get instances.
  19. RobertL

    own pie menus..

    Ok I found a lot tutorials about how to change the piemneu (v key), but none about how to make you own and bind it to a key. Anyone knows how to do that?
  20. RobertL

    own pie menus..

    Ok, yeah was hoping it works without a plugin. One of the bad experiences since using C4D is, that you end up buying one plugin after the next to fix all the limitation of the base package. At least for the Studio version MAXON could include better tools. Just tried to use the UV tools.. and they are still like in Bodypaint in 2002... oh no. But also great to have such a large community of developers. I will check out dials next. Hope it support more then one pie-menu.. or maybe you need to pay for each pie-menu you want ;-)
  21. RobertL

    Scripting a command help (Python)

    Thanks.. Works Perfect !!
  22. I want to script a command and find only examples using Coffee (I'm on R20 now). Anyhow the python log doesn't record the action I want. Here is what I want: I want to use a short cut to select the reference object of an instance. (Currently you need to go Attributes/Reference Object submenu, 'select element') Anyone can help me on that? And at bonus an example on how to do that on multi selection (result in selection multiple elements) would be nice.
  23. RobertL

    R20 detach/split polgyons

    Ok, thanks for checking.. I wonder how many python lines of Code this is..
  24. Now with R20 the copy/paste polygons script is gone. No idea if it comes back at all. (Doesn't work with Insydium bridge). The Split command could be an alternative, but it force you does a duplicate split, not a real detach and still you need to merge the new mesh to the one you like. So... does anyhow yet has a solution for R20 that fills that gap?
  25. RobertL

    R20 detach/split polgyons

    It says up to R17 is support.. also its shop is closed.. for even the price is 0$ Do you have a download link for a working version?