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joolsd

Cafe Oldtimer
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  • First Name
    J
  • Last Name
    DIAMANDIS
  • C4D Ver
    19.053 Studio
  • Location
    Eastbourne

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  1. Hi, I am just trying a few tutorials. I have tried to make the aircraft take off using a rough airframe, which I hope is like a real wing. Connectors and Motors. But for some reason, I can't get any speed into the plane. I am not sure if the friction is too high, or something. I would like to put an elevator or something like that which deflects the plane upward. I haven't don't that yet. But I would still expect it to fly a bit without that. Best regards. Julian wing_test.c4d
  2. Trim spline? Add point at intersection?

    Delete the points you don't need (where the blue is). Use the 'Connect and delete' option on the two splines. (Right click) Then join segment. But you may have to reverse the directions of the splines so that it joins at the right end. You may have to close the spline as well.
  3. Why use Unity 5?

    The dope sheet in Unity is terrible. I nearly had a nervous breakdown trying to animate in it. Unity is a harsh environment, not like a nice 3d program. Things like deformations often need a 3rd party plugin in to make PLA work. Although pose morphs should work through FBX format. FBX is generally the best format for the fundamentals. IE, UV mapping, diffuse textures, and basic animation. I have just started using R19 and I noticed that you now have 'physical based rendering' materials. Does this have any advantages with Unity 5? The texture system in Unity 5 is PBR based.
  4. I noticed the parent constraint, and I was considering using it. It probably would have done what I needed it to do.
  5. Thanks, I have seen some videos on priorities, I haven't seen this one. At the moment I have reconstitution_base.1 'expression 400'. Pack most 'expression 50' Cover_26G.1 'expression 449' Needle is 'expression 480' Is the order in the scene important. Is there a better way to set up the scene? EDIT I forgot to say the skeleton is '0'.
  6. Hi all, I have made a fairly complex character hand animation, where he picks up and uses medical syringes. Then the man takes the syringe cover off the needle and injects the boy. I have made an alcoholic wipe packet which tears off. And the guy pulls out a swab and wipes a injection target area on the boy. It isn't a realistic as I'd like (in the time) but it is kind of workings. I have set (the objects priority) on the (PSR constraint) do not have a delay on them. There is an annoying problem, in that to see the results and export the fbx, I have to scrub backwards very slowly to get the objects to sit in the correct position. I can export the file as an FBX and get objects to sit in the right positions, but sometimes the objects flip off the table where they are meant to be on. Is this some sort of render cycling issue? Are there any tips on this technique? This is my first serious use of the PSR tag. PS I have recently upgraded to R19. The animation works but seems a bit buggy, and potentially may bite me in the butt. If you have any good advice this would be appreciated? Best regards.
  7. Sorry yes, but it is not finding it. Document not found.
  8. Dear C4D-ers I am working on a complex hand animation, where you pick one thing up then take the cap off. Put the cap on the table. etc etc. It is a long animation with a lot of hand interactions. I won't attempt to explain everything it is long. I am using R17 at the moment, I am trying to use the PSR constraint tag, with 'maintain position' on to do this type of animation. However, I have bumped into this 'expression priory' problem. So there will be certain objects lagging behind where they are meant to be. I have seen on another thread that up-ing 'expression priority' settings can help and does with the first object. How are objects psr expressions numbered to get the best results? I don't fully understand the pattern of numbering? Or why a high number is better than a low number? My other question is that our media dep might upgrade to R19. Have a lot of these problems been solved with R19? I am new to this type of animation, so there is a degree of experience lacking I'm sure, but any advice would be appreciated? In particular will upgrading help or a longer but workable method with the R17? Best regards Jools
  9. I use steady bake, but you need CDs fbx exporter to create a pc2 or mc format which can be used with a script in Unity. I was hoping this CV smart export would bring in those type of animations in automatically?
  10. C4D R20 - what do you guys expect?

    More game engine interaction. Better default fbx workflow. Any VR tools that integrate with Oculus Rif? I'm still on R17 anyway, but have the character generation tools improved in R19? Feel like weight mapping is a bit behind in my version?
  11. Hi. Currently, our firm is doing a lot of Unity game engine work. We have been getting around PLA using 3rd party scripts in UNITY. People have started talking about 'CV smart export' and I have a few questions. 1. How good is the PLA option in CV smart export? What type of things can you do in 'natively' speaking in C4D. I mean deformers, PLA and things that wouldn't normally bake very well in the default FBX exporter? 2. UNITY has this a different texturing system to C4D, how does a complex material with alpha come into unity? 3. Are there other tools that ciniversity can help with Unity? Thanks Jools
  12. I know how to create my own optimised texture from scratch, but I want to use what the artist put together in their scene. Let me just explain my process: I have a room with lots of objects. Cups, sinks, plates, pictures in a frame. Tables with fake C4D colour ramps that create a wood texture and so on. I want to connect and delete all the objects so that I have one mesh. Unity seems to like single meshes and not groups. The result of this is you have one mesh and all the individual textures are preserved in their own selection tags but on one mesh. When go > Object> Bake object. You get a UV but all split up into very messy splits. I am not sure how you make a better UV at this stage. I can go to BP UV edit, and change the mapping but I am not sure how you then carry that to you merged model?
  13. I have a room with lots of different textures in it. It is a purchased model. Is it possible to bake an object so that it has one optimized texture? At the moment it will bake into one texture, but it is split into hundreds of UV fragments and not really using the texture very efficiently, even at 4096px. I tried changing the mapping in the UV edit section (cubic). I would like one texture for VR export in Unity. Obviously better texture atlas-ing is preferred? Thanks.
  14. Hang on fbx export?

    Sorry for the late replies. Yes, I know now what the problem was now. I was trying to create a seamless loop. I was using soft tangets, but I think that wasn't the problem. I was using 'continuous velocity' on the end keyframes. When I took this off everything worked again. I use R17 at the moment. I can only assume the FBX didn't like the 'continuous velocity' on export. Thanks Jools

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