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Cinema 4D Information

  • C4D Version
    R19 Studio
  1. So I have a simple character rig, a mesh with a biped structure via Character object, a hat mesh all nested in a null. I'd like to show 8 identical copies of this rig, either via Cloner, Instance or Array. But whenever I try any of these, the character mesh resets to the bind pose. Is there any way to just simply create Render Instances of this one structure?
  2. I have a premed model I purchased and imported into C4D that I'd like to 'crack open' as in split it roughly down the middle, preferable in an imperfect fashion. Problem is the object is comprised of many smaller objects nested in a null. At first I thought the Voronoi fracture would be a good choice, but its' very slow and hard to define where the 'crack' is and get it looking aesthetically pleasing. It's more designed for many small cracks than one. The best way so far I've found is to 'Connect and Delete' then duplicate the object and manually delete polygons from each side, or use the knife tool. But I don't really want to loose the edibility of the individual objects inside the null. Another options is Bool but bool is a dirty word Are there any functions I'm not aware of that are designed for this application?
  3. Hey there, Pretty new to character animation in C4D and esp to motion clips etc. I have a couple of 90 turn animations from Mixamo that it like to extend to make the character turn a full 360. AFAIK the firs and last frames are the same except offset 90 so should create a seemless loop. This would be pretty straightforward with traditional keyframe editing, but I was hoping to keep the flexibility of Motion Clips. It's easy enough to loop as a motion clip, but of course the character returns to the original position on each loop iteration. Is there a way to e.g say 'rotate 90s on each loop iteration' or something along those lines?
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