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bezo last won the day on August 31

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About bezo

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    20.059 Studio
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  1. 12,"Open In Separated Window" (Remapping/Curve Conture Mode) option don´t work for Spline parameter in these fields filters/modifiers: - Channel Convert - Mograph Object - Particle Object - Point Object - Spline Object - Step - Time - Variable Object - Volume Object - Curve - Formula - Freeze - Remap //updated in Dropbox https://www.dropbox.com/sh/fa5bymnwh861v82/AAAU9kjSyPVBebxnphjug05ha?dl=0
  2. Can you named those non functional plugins? Are they python or C++? Are they in list of compatible plugins fron c4dnetwork? Are they free or commercial?
  3. In case splines are not closed, your Extrude object only extrude splines as paths /without caps/. ...but maybe you mean something other...
  4. https://www.dropbox.com/s/bzvatnrbibqhggx/collision_deformer.png?dl=0
  5. Did you tried collision deformer? (some dummy object as child of revealed object used as collider and collision deformer in Inside solver mode)
  6. I can confirm Kent´s words. Since R20 you can have placed plugins where you want. Only needed to assign path to plugin folder (for c4d to know where to find it) I have installed R20/R21 not in program files folder, also preferences folder isn´t in user/AppData etc. and works fine without any issues... Friends from c4dnetwork has thread about current state of compatibility of some plugins: https://c4dnetwork.com/board/threads/90468-R21-Plugin-Kompatibilitätsliste I can add few compatible/updated to R21 EnhancedC4D parametric shaders created by Chris Montesano all plugins from BlackStar Solutions (currently at2-sofware company) Charbel´s Forester plugin and expansion packs all Lazaros´s plugins (nitro4d) are ready for new users, for current users soon will be distributed...
  7. uploaded description and videos on Dropbox https://www.dropbox.com/sh/fa5bymnwh861v82/AAAU9kjSyPVBebxnphjug05ha?dl=0
  8. On Fanatical is currently quite nice deal with books bundle about Blender. (15books for 10euro) C4D users can find some usable informations, especially 2 books about creating textures and node materials in Cycles... https://www.fanatical.com/en/ebooks Also there is a deal with Unity and Unreal Games developement what can be also useful for c4d users...
  9. here is short video... https://www.dropbox.com/s/gv48gvvyvx47dxc/UV_Peeler.mp4?dl=0
  10. Not sure if is in your current version, but check with commander (Shift+C) UV Peeler command. With this command it is just few clicks solution... I can create short video if you want.
  11. 9, scenario UV Edit Layout When in UV polygon mode selected some polygons in VIEWPORT and accidentally in Move mode moved with them, viewport is not changed (what is expect), but selected UV polygons are moved in Texture UV view window. While moving with selection, is visible appropriate movement of uv polygons in Texture UV view. (some kind of Deja Vu, working here, result in other window...) In R20 is not visible movement, but result is the same, when released mouse button, selection jump to position of last mouse position 10, UV Transform Tool(UVTT later) and undo/redo select few uv polygons, enable UVTT, make another selection, enable UVTT, make another selection, enable UVTT...Press undo,undo,undo...redo,redo,redo Looks like UVTT don´t remember multiple selections (or did not actualize itself) 11, UV Transform Tool(UVTT later) and undo/redo 2 select few polygons (with live selection), enable UVTT and press undo as many times as nothing selected and disabled UVTT. .....(when was mode switched to UVTT, everything for viewport was disabled - live selection, M,S,R.) If now in viewport create selection (without switching to selection mode, just clicking on polygons and with Shift increase selection, UVTT will automatically cover with own UI only FIRST selected polygon. All other polygons in selection are ignored by UI of UVTT, but can be moved,scaled as expected with normal behaviour of UVTT, only non-uniform scale is restricted only for first selected (UVTT UI covered ) polygon
  12. necker UV_0001.c4d New UV Tranform tools is exactly for this kind of editing...Did you tried Demo? Not sure if that need to be rounded or linear...
  13. Igor, don´t say such things a loud, because we expect fully rewrited code... ;-) But back to original theme... There are a workflows, which can really improve speed of UV editing (and doesn´t matter if SDS enabled or not). This workflow can not be used everytime but in some cases is more than enough. Those workflows are: ----- HIDING VIEWPORT IN LAYOUT WHILE UV´s EDITING ----- ----- MAXIMIZING TEXTURE UV EDITOR ----- In first case (second also) we could see how deep is linked viewport with other managers. Since in UV edit layout is viewport view as simple tab, adding just one another tab (help...help no because we haven´t build-in help , but for example render settings. I personally don´t have render setttings as tab, but saw in a lot of "profesional" tutorials to use render settings as tab) and switching to this tab. Since viewport itself is hidden, "linking" between UV texture editor is "temporary broken" and UV´s moves as fast as they can... Yes, this kind of worflow is not usable all the time, but for small adjustments of UV´s to displayed texture is enough. The same for second workflow. Since UV´s are maximized to screen, is much better to work with and with speed as expected...
  14. 8, option "no scaling" in texture preview size don´t work for uber or node materials. Works only for standard materials.

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