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Rolands Zilvinskis

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    RTX 2080 Ti
  1. I've heard that Daz and Cinema 4D don't really like each other as much, especially when it comes to FBX. I uploaded the files to my Dropbox, you can downloas them here and check them out for yourself if you like - https://www.dropbox.com/sh/hjnfs8rfhf0fzho/AAANkLKwvvRetm-GgsZJ1hv9a?dl=0 The OBJ file comes in perfectly fine as usual, can always trust OBJ's if working with just static stuff. So, I mean it isn't the end of the world if I'm not doing animation, I can just use OBJ but for the future if I do want to do animation or even do some small adjustments within C4D with the FBX then yeah this will be a problem. It's a bit of a shame that C4D and Daz have these issues between them.
  2. Hey, I'm not sure if I've posted in the right category, but couldn't find anything suitable. Basically, I've ran into an issue with clothing when exporting an FBX from Daz into Cinema 4d. I've attached screenshots below. As you can see, the first screenshot is how the clothing looks in Daz and the second one is how it looks when imported into Cinema 4d. Completely broken and not matching the character. It's a simulated piece of clothing within Daz so maybe that is the issue? Because I don't recall having a similar issue before when I used normal clothing on characters. I've tried probably every different export setting you could try and whatever I do it still comes in broken. Am I missing something here? Thanks
  3. Thanks for the reply. I did mention already that I did lower the particle distance all the way down to 5. Anywhere lower than 5 and my PC starts to really struggle, even though I have a 2080Ti. Having said that, with particle distance of 5 the cloth still appears bumpy in C4D. One time I even tried to go as low as particle distance 1 and on first glance it looks fine in C4D and under normal lighting you most likely would not see the bumps, but they are in fact still there. And I don't think the smoothing effect on the model would make any difference, because the cloth is hanging off of the model, so it isn't even touching it. I think MD uses weird geometry divisions, which cause these troubles later in C4D. I will try using the new Retopology feature and make my own quads and see if that fixes the problem. I got a feeling it will, so will give that a go. Yeah, I usually sim using the leather preset and in my answer to Dan above I mentioned that I lowered the particle distance down to 5 and even to 1. Anything lower than 5 and my PC starts to choke. I also tried both triangles and quads and noticed that triangles looked worse than quads in C4D and most of the time they even looked a lot worse with subdivision surface on. And yes, I also tried both thick and thin options and unfortunately there was no difference really. I think the new Retopology feature is the way to go in this case, as I mentioned to Dan above, I will give it a go and see if that works, as I think that might be the only solution to get around MD's weird quad subdivision. Thanks for the replies
  4. Hey, Anyone here familiar with Marvelous Designer? I'm using MD9 and I've ran into an issue. I've only used it for a very short time, so I'm not too familiar with it. Basically what happens is I create a simple garment in Marvelous and export it to C4D as either fbx or obj files and the garment never appears to be perfectly smooth. I've tried applying subdivision surface, cloth surface or smoothing deformer and most of the time these make it look far more worse. Every other tutorial I've watched about MD to C4D all they have done is apply a subdivision surface and the cloth becomes perfectly smooth, but in my case it always appears to be bumpy or rippled. I've also, of course, tried lowering the particle distance inside of Marvelous and it has had no affect. I've attached a screenshot so you get a better understanding of what I'm talking about. What am I missing here? Thanks
  5. I found a solution for my problem on another thread. If anyone ever faces a similar problem and stumbles upon this thread, this is what I did: Select all the objects that make the animation, change the layout to Animate, below in the timeline go to Functions and choose Bake Objects. This way the animation will be keyframed exactly as you see it on in the live viewer without any state changes. Works perfectly.
  6. Hey guys, This is my first post here and I just want to say that I'm still a complete beginner with C4D so go easy on me if anyone has an answer to my problem. I'll try to explain it as clearly as I can: Basically my scene consists of a sphere inside a cloner inside a metaball with a shader effector applied to the cloner. Inside the shader effector I have a noise texture set to animate and loop. There is also a rigid body dynamics tag applied on the cloner, so that they bounce off each other. The animation loops fine in the live viewer, but as soon as I bake the animation the loop is gone and the first frame of the animation goes into a different kind of state. And as far as I'm concerned you need to bake a dynamic animation, right? Because if I render it to picture viewer the bake gets applied anyways and the loop is gone again. I hope I explained it clear enough? I'm sure there is some simple solution to this or maybe there isn't? Is it even possible to loop dynamics with shader effectors? Thanks
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