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southpaw

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Everything posted by southpaw

  1. @Cerbera I know this topic is marked as solved, but you could also look into explanations of the Unit Circle, I've seen used to used to calculate a position along the circumference of a circle using divisions of Pi * Radians. Tim Clapham from HelloLuxx gave an interesting talk using this technique to contract a honeycomb with some Xpresso and Math nodes a few years back. https://www.cineversity.com/vidplaylist/Siggraph_2015_rewind/siggraph_2015_rewind_tim_clapham_unleashing_creative_possibilities_with_c4d
  2. southpaw

    Fill a certain length with copies

    You might be better off selecting the edges and extruding them a few times, moving the edge into place with each extrude.
  3. southpaw

    Fill a certain length with copies

    You could select the edges you want to bevel, then save them into a selection tag. Then add a bevel defomer, and add the selection tag you saved ealier to the selection filed in the Bevel deformer. Ths will restrict the effect fot he deformer to the selected edges. Another approach would be to add the bevels to the beams before you add them to the cloner object. So basically model the beam to look how you want it before cloning. Hope this helps.
  4. southpaw

    Fill a certain length with copies

    You'll need to use the Mograph Cloner Object for this. Once you add it to the scene, make your polygon to be duplicated a child of the cloner in the Object Manager. Then select the cloner in the Object Manager, and check it's settings in the Attribute Manager. Set it its type to 'Linear' initially, and under the 'Mode' setting in the Object tab, select 'End Point', this will create a series of copies that fit within a given distance.
  5. Only the Null was baked. My initial thought was to place the Null as a child of then bake the position and rotation. But it didn't work. I think it was because relative to the containing Card object, the Null isn't actually moving. I used some expresso to lock the position/rotation of the Null to the card. From there, you need to load the animation layout, select your null object in the Object Manager, and from the "Functions" Menu, select "Bake", you'll get a dialogue box appear, tick "All Paramerters" and click OK, depending on your scene, you should see the keyframes in the timeline. Place an external compositing tag on the Null and you should be good to go. Check the scene file provided.
  6. southpaw

    Removing noise on glass

    If you're using the Physical Render, you may need to increase the Sampling Subdivisions and the Blurriness Subdivisions in the Render Settings. Increase the numbers in small increments, such as 0.5each time, as render times increase with each subdivision added. These usually help fix noise issues.
  7. As a 2nd approach, I've attached a scene file that has the Nulls animation baked in, and the external compositing tag attached the that. Now AE will import the .c4d file's Null keyframes correctly. I needed to use some simple xpresso to attach the global position and rotation of a Null to the plane and then bake the Null's parameters in the timeline. So you can use this technique or just import the .aec file in to AE. Hope this helps. Dynamic Label_0001.c4d
  8. I had the same result as you when I imported the .c4d for in AE. But when I imported the .aec file into AE. That seemed to work, I needed to change the orientation of the sold along it's X xis to match the plane form .c4d, but other than that it worked fine.
  9. southpaw

    Unable to bind eyes

    @Rectro Sorry, I meant to mention you in the above comment, got you mixed up with Vector.
  10. southpaw

    Unable to bind eyes

    Usually, you would select the eye mesh, then Shift select the eye joint. Then from the Character menu select Commands/Bind. Try using the default settings of the Bind command and see if that works. There are a few users here that know much more than me about this stuff, @Vozzz, and @VECTOR are very knowledgable in Character based stuff. Maybe post a simplified scene, with only the joint rig and the eyes so someone at the cafe can take a look for you.
  11. southpaw

    Unable to bind eyes

    It might work if you separate each eye into it's one object, then bind each eye to it's own joint.
  12. southpaw

    Unable to bind eyes

    Have you tried binding one eye to the joint and then the the other?
  13. southpaw

    Dynamic IK advice please.

    For anyone who is interested, I've attached a scene file that seems to fix the problem I had with the joint goal slipping away from from the control null, and the problem of how to control a joint chain from either end using Joints and a Spline IK tag. Selecting the Spline IK tag, then in the Attributes Manager, setting Type to "Equal" rather than "Fit" seems to keep the final joint in the chain attached to it's target. I used Clamp constraints to prevent the control nulls from travelling past a given distance for one another, to avoid the stretching you get with dynamic spines. Hit play on the timeline, then move the control nulls around to see the effect. Hope this helps someone with a similar problem in the future. Spine IK.zip
  14. I've made a simple joint chain with an IK tag that I want to be able to control at either end with control nulls. It works fine, until I make the IK tag dynamic, then the end joint falls away from it's Joint Goal, even though I have enabled "Keep Goal" and "Contstrain Goal". I'm trying to copy the same functionality you get with spline dynamics, where a spline can attached to an object at either end, and as you move the each controller the spline with dynamics moves accordingly, but the ends vertices stay attached to the controllers. Is the problem a priority order issue? Or is the joint IK just not meant to work in this fashion? The scene file is attached. Try enabling/disabling the Dynamics box and you see the end joint slip away from the Goal Null. Dynamic Joint Chain.c4d
  15. Now that's some dedication! Maybe you'll find an easier solution in the future :)
  16. southpaw

    Dynamic IK advice please.

    @digivisions, Thanks for the reply. I was beginning to suspect this. Tried a few workarounds like adding a 2nd goal, and extra PSR constraints, but nothing has worked so far. Thanks again.
  17. southpaw

    Dynamic IK advice please.

    Anyone have any ideas on this?
  18. southpaw

    Importing STEP files

    Maybe try going back to MOI, or use something like freeCAD to get a workable file.
  19. You should b able to export your .c4d scene to .obj , .fbx or alembic without without any problems. Whether your choice of CAD software can import /export that file type is another matter. I'd post on some CAD forums for additional feedback.
  20. If you're able to slice it in some CAD software and export that animation as an alembic (.abc) or .FBX, (or search for an exporter that can do this) you could then import that file into C4D, and use Octane as you normally would. I don't have any other ideas unfortunately.
  21. southpaw

    Importing STEP files

    Best to check supported features at the MAXON site, or contact their support team. But if that is the case, providing project is not under an NDA you could ask one the cafe members if they can import the .STEP it and export it as an .OBJ, .FBX or similar.
  22. Ah I see, niether Octane or the Fracture object would suit you purpose then. It might be worth looking into some free CAD software such as FreeCAD, I remember seeing the same slice functionality you mentioned in some CAD software a few years back, I don't remeber the name of it though. You could post your vimeo link on a few CAD forums to get some additional suggestions.
  23. southpaw

    Anyone using Prorender?

    I don't think their are any free 3rd party renderers for C4D outside ProRender. Cycles4D is probably the cheapest, but as others have said, Redshift seems to be the most popular at the moment.
  24. The only other ways I can think of would be to put the mesh in a Mograph Fracture object, and use the Mograph Effectors (R19)/Fields(R20) with a fall-off to scale the individual parts down. The problem with that is you'd need to set the axis point to one end of the meshes, and as you've mentioned, the scene has lots of moving parts, so might be long process. It wouldn't be the effect as a boolean, but if the transition is quick, and there're lots of parts, it would look quite similar.
  25. I don't use VRAY so can't be sure, but i've seen previously on their website that they have a VRAY Workstation monthly rental, try contacting them and ask for further details. It might suit you better if you can just rent it for a month to complete the job and then just cancel the subscription if that's possible.

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