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kbar last won the day on December 20 2019

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About kbar

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    Cafe Ronin

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    Wellington, New Zealand
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    i7-10 Core / GTX 1080

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  1. I think @Cairyn has this sorted. My only other thoughts were if these are IGES assembly files, then I was wondering if this could be done at the import stage. So it only imports just the parts and assemblies that you require, that you specify in a document. Rather than importing the entire model and then hiding the parts. These assemblies can get HUGE with thousands of small parts. But I haven't tried importing these into C4D myself so I am not sure how powerful the importer is and if that is even possible. If I was writing my own NURBS importer I would have added this in
  2. Please feel free to add all your suggestions and ideas to your own thread here... https://www.c4dcafe.com/ipb/forums/forum/284-plugins-requests/ Us plugin developers can then look over everything and see if there is some way to help out with a separate plugin. This is something I regularly do for people. Would be great to see all your ideas in one place. For what you wrote above it might motivate someone (even myself) to create a specialised version of the timeline that suits your needs.
  3. First of all I do agree that a "thank you for your suggestions" email should at least be sent, even if it is an automated one. But you need to consider time frames for this type of thing. If you make a suggestion today then it goes into the pool of ideas. These are then looked at over a period of probably a year to decide what to do next. Then development would start. So lets say development started today on a feature for you. You would not see it until September 2023. Since if it starts being developed now then it will not be out for R22. And even if it is started now it might not be finished by the end of this year, which would be the cutoff date for R23 features, to allow documentation and beta testing on it. Which means it won't make it into C4D until R24. But with this subscription change you never know. It may be able to come out somewhere between the traditional R23 and R24 release. Either way, they have an entire team of UX people and product people all working out the next moves. Which is now compounded by the addition of RedShift and RedGiant. And they would also have a backlog of features they already have planned to add that is most likely 3-5 years long before they even get to looking at new things.
  4. Sounds doable. Might see if I can find some info on what this format is.
  5. Looks like it is a C.O.F.F.E.E script made in 2005. COFFEE was removed in R20. So I don’t think you will see an update for this. They would need to rewrite it completely in Python or C++ tastudios are definitely the ones who created it. https://forums.cgsociety.org/t/steadycampro-the-camera-animation-tool/904071
  6. kbar

    Jet Fluids

    I have decided to continue this discount offering and will leave it active for everyone here, at least until I consider it to be a final release (or getting close to it). https://gumroad.com/l/jetfluids/c4dcafe Cheers, Kent
  7. Do you by any chance use After Effects? Since it comes with C4D Lite if you have Adobe CC I believe.
  8. Just an update to say that this has been released and is available to all of the Alpha Tier patrons on my Patreon. https://www.patreon.com/posts/vertex-painting-32996746?utm_medium=social&utm_source=twitter&utm_campaign=postshare
  9. CV-AR gives you the vertex movement of the face and it also gives you the blend shape values from ARKit that you can use to drive your own Pose Morphs to control your own model of a face. If you want to have a face talking on your own mesh then you would need to create the blend shapes yourself (using FACS is good) and then drive them using the blend shape parameters from the CV-AR. The Xpresso setup that CV-AR gives you is a good starting point to see how this can be done, but you don't have to use it if you don't want to. You could also drive a rigged model using the blend shape values as well, but that would need a different xpresso setup. Hope that helps.
  10. Yes it’s possible. I am just not sure of the interest level in such tools. I have created such a system as an experiment with multi level voxel sculpting in C4D. But decided not to pursue it. But if their is genuine interest in these tools I could take a look at them again. It’s a hard sell from a 3rd Party developer like myself since people already use zbrush and 3dcoat. And from my experience it feels that artists are more willing to wait and see what MAXON does than buy new tools if they already have an existing workflow.
  11. Hi Dan, Thanks for the feedback. You can already import UDIMS into C4D standard materials using the UDIM Importer. This also comes as part of the 4D Paint Bundle For changing settings over all your materials actually works ok. You just need to select all of them on your object, which lets you make changes to all of them at the same time. The only thing missing was changing specific layer settings (transparency, layer type, visbility etc...) on the textures, which is what my tools also allow you to do. I do see all of these tools as temporary until MAXON adds proper UDIM support. But for any artists out there that want to get started with the concept of using UDIMs in C4D, or importing them from other packages, then that's where these tools help fill the gap for now. Cheers, Kent
  12. kbar

    Jet Fluids

    C4D Cafe users can get 50% off Jet Fluids until the end of the year with the coupon code: c4dcafe Or just follow this link: https://gumroad.com/l/jetfluids/c4dcafe Cheers, Kent
  13. Everything I am making works in R20 and above on both OSX and Windows.
  14. kbar

    Jet Fluids

    A few updates have been done to Jet Fluids. Its now up to version 0.06. Here are the update videos... Some test scenes to highlight the velocity of moving emitters. I also tried to replicate that FumeFX demo. This screen shot shows the VDB data being meshed. I will do a nice smoke rendering in RedShift next year sometime. This took a couple of minutes to simulate on my 10 core i7. And viscosity test made for a user on twitter. Happy holidays everyone! Cheers, Kent
  15. Hi everyone, I have been developing some new tools to create UDIMs, move UVs from one UDIM/Material to another, and transfer texture from your existing material across to the new UDIMs. Just wondering how many of you out there are actually importing and using UDIMS currently in your workflows, from Mari or Substance etc... and if you would be interested in seeing me continue working on these types of solutions for you. Cheers, Kent
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