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Macurt

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About Macurt

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Urt
  • Last Name
    Snabela
  • C4D Version
    19.053 Studio
  • CPU/GPU
    12core 3,33, gtx980Ti
  1. Cerbera - ha ha! I'm sure there's a better way! If we were to have a closer look at the rotors I'd have to make it perfect, but in this case I can get away with it. Jed - that's awesome! The shortcuts work just fine on Mac! Except F11 that I've mapped to a OS function. I love how one can turn the rotor off and still fly around :D And the onboard camera is great, this whole script could be really useful for flying stuff.
  2. Cerbera, thank you for your suggestions! And Jed, thanks for that nifty little scene file ;) I tried the edge alignment method, but unfortunately the shaft, or any part of the model, did not have any edge that were perfectly perpendicular to the correct angle of rotation... so what I ended up doing was just tweaking the axis numerically by hand (see image) and it got a lot better.
  3. Makes total sense, but I'm afraid it's not that straight forward. See image, the rotors are at an angle. I imagine if they were totally perpendicular to ground plane the approach you gave is solid. But what about in cases like these?
  4. Hello! Probably a noob question, so sorry about that. I just bought a model of a chinook helicopter on turbosquid, and it's not rigged. Sadly, there's not even a parent relationship for the rotors and blades. So to make the rotors spin, I put the blades and central rotor in a null, and eyeballed it to try to center it and make proper rotation. And it's almost there, but there's a wobble that shouldn't be there when you look at reference videos of chinooks. So my question is: is there a solid method of aligning/figuring out the exact center point for something like this? Or is it just trial and error? Best/ Urt Rotor_wobble.mp4
  5. @HSrdelic Sorry, I should have clarified - the scene file I attached was the version I ultimately used where I made the pieces bigger, and totally dampened them at the end. Which "works" but it doesn't look correct at all. @SoftDice I'll have a look at your scene file as well.
  6. Here's the (stripped) version of what I ended up with. Had to keyframe the damping etc, and I ultimately went for bigger pieces. Fracture_01.c4d
  7. Hey @SoftDice I never figured it out, but I played with the damping, simulation substeps and seed until I reached something acceptable. However, I never got it to where I was happy with the results. Really strange behaviour, I wonder if it's a bug.
  8. Hello good people! I'm trying to use Voronoi fracture to shatter a piece of glass. The pieces fall to the floor, and should settle realistically, but about half come to a stop, and the other half keep dancing around as if driven by some turbulence. Super weird! See attached clip. Does anyone have any tips for me? preview.mp4 Thank you! Urt
  9. Cerbera, that looks really nice! You obviously know what you're doing :) I'm going to try it for myself. In reality though, the shapes I'm cutting out are letters, so the geometry becomes much more complex and irregular. But your principle should apply. Thank you!
  10. Cerbera - do you mean that I could park the seams on the back, using Bodypaint?
  11. That's what I'm thinking too, and in Zbrush there's a function to control paint the model, to attract the seams to certain areas, but they always go through the holes anyway in at least two places. I was hoping that the uv master plugin in Zbrush would take care of it, since it's really good at solving uv's for organic shapes. Obviously not for hard surfaces though.
  12. Hello guys! I'm stuck on something related to UV's, which is a pain to deal with, but I'm hoping some of you might have some pointers! I have holes going through geometry, basically I'm trying to get the look of holes cut from sheet metal using a blow torch. I extruded some splines, used caps with quads and regular grid. This works fine for sculpting details around the holes to get the look of molten metal. But - how would you wrap the uv's? Is there any way to get them to be seamless through the holes? The pictures are just for reference, I've spent the entire day in Zbrush trying to get good uv's in to Substance painter. But to no avail. The seams always go through the holes, mucking up the textures. Have any of you had similar issued? Cheers! Urt

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