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mrittman last won the day on October 29 2019

mrittman had the most liked content!

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About mrittman

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    C4D Cafe Junior
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    Des Moines, IA - USA
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    AMD 3950x / NVIDIA 2080Ti

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  1. Agreed. We shouldn’t have to buy a separate plugin to be up to par with what 3ds max, Maya, Houdini, and Blender already have.
  2. I second using RizomUV. It actually makes the process fun.
  3. I think it could be unwrapped easier with RizomUV. Would be a bit more tedious since it's triangles, but it's possible. Just messing around with a few of the pieces. There are some topology errors in some spots though. When the Quad Remesher plugin is released for C4D, I think it would be possible to convert this to quads and unwrap it even better.
  4. Here's my wishlist, obviously not for R21, but for any future version moving forward: Open node editor for 3rd party developers (R21) Faster, more expanded features for volumes (R21) Integrate Redshift into Cinema... Is anyone using ProRender? (R22) Faster viewport Complete overhaul of the UV system (or just buy Rizom) UDIM support Update Xpresso to match the look of the node editor Remove the need for the priority system Expanded modeling toolset (bring it up to par with 3ds max) Expanded character animation tools (bring it up to par with maya) Update Sketch & Toon (and fix flickering lines with animations) Update built-in particle system (shouldn't have to rely on X-Particles) Update how sound tracks work in the timeline (Use Sound, Start Time, and Sound should be animatable properties. Also sound tracks are funky when using the Take System) In Render Settings move Stereoscopic and Material Override into "Effect..." menu (I know this is small, but it just makes sense haha) When creating primitives, option to put axis at base, instead of centered within the object Anyone anyone using ProRender, PyroCluster, BodyPaint? Sorry if any of this sounded harsh haha. I absolutely love Cinema 4D and the community around it. I just want to see it continue to improve!
  5. Oh nice! Thanks man this works great!
  6. Oh sorry, it's set to Integer, then used Cycle for the Interface.
  7. How would I write the python if Track Name was set to None? I want them all to be disabled if it's on none. I defined None as 0;None in my data type.
  8. I think I got it using the Time data type! time = control[c4d.ID_USERDATA,1] # Time data type time_sec = c4d.BaseTime.Get(time) # Convert time into seconds Found this in the documentation: BaseTime.Get()
  9. Yeah, I was just trying to use the Time data type, as it just makes it easier to position on the timeline, but it's outputting that crazy value: <c4d.BaseTime object at 0x14b15b930>
  10. Instead of using a Float slider for the start time, how would you use just a Time data type? The console keeps throwing back this when I output the Time data type: <c4d.BaseTime object at 0x14b15b948>
  11. Wow, I feel dumb...didn't know there was a python tag haha! Yeah man this is a nice little setup! You've definitely got a lot more experience with this coding stuff than I do. Takes me a lot longer to get my head around. Thanks again!!
  12. Oh man Takes are awesome if you've got a scene that needs a bunch of animation. Before Takes, I would have to break my C4D project into several files. Now I can do it all within one file. Oh shoot, my bad, I didn't see the dropbox link! I'll take a look!
  13. Oh that’s interesting, thanks for sharing man! Maybe instead of having 15 different sound effectors, I could just have 1. Then have a select box to choose which one to play? Then yeah, could also output the filename if need be. What I find kind of frustrating is when working with the Take System. When creating a new Take, it doesn’t show the waveform in the timeline, and I have to go back to the Main Take to see it. At least having this system we’ve set up let’s ya adjust the Start Time when under child Takes. I think I’ve spent way too much time on this lol. It’s the perfectionist nature in me :/
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