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giangianni

Cafe Oldtimer
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About giangianni

Profile Information

  • First Name
    gianni
  • Last Name
    bubba
  • C4D Ver
    R16.050 Studio
  1. mmm...I suspect someone has put his/her hands on this machine and messed with it (It's a studio's and therefore it often gets shared) as I did some pretty complex stuff on this machine in the past (with this version) and it's always worked like charm, infact I was quite surprised that something so simple would give me headaches. Anyhow, thanks for your feedback. I'll enquire to find out what's been going on here.
  2. I have found a solution. If I animate the plain effector's strenght or position nothing happens, but if I animate the plain's slider in the cloner's effector tab, then it works. I am not even sure what that slider refers to; I would assume it somehow controls the "influence" the cloner is being subjected to by the effector...some sort of "passive strength". The image attached is the slider I'm talking about. I am glad to have found a solution but am still curious as to why this works while the other more "obvious" ways do not. If anybody can enlighten me on this, I would be very grateful. Cheers.
  3. here's a quick set up. sample.c4d
  4. Hi there, like the title says, I have a few objects inside a cloner (A) whose positions are animated via a plain and step effector. I then have another cloner (B) cloning a little pyramid onto cloner A. My problem is that when the animation takes place, cloner B will not update meaning that unless I refresh something in the object manager the clones in B won't follow the animation of cloner A. Since I assumed it had to do with some hierarchical issue, I've tried tweaking the hierarchy of things shuch as effectors and the order of clones in the obj manager, but no results. Thanks in advance for your help.
  5. Issue with Sweep NURBS

    how about an atom array? Sweep_Issue.c4d
  6. How to make this motion graphic?

    I wonder why they decided to scratch the textures and have those "pencil marks" all over...it kind of doesn't match the design in my opinion. Anyway...you mean the sphere intro? It is somehow similar to Simon Holmedal's X box ident ...there's a tutorial Chris Schmidt from GSG made about this...perhaps you can find the right direction there... Cheers
  7. Match c4d's focus distance with ae's

    As the clock is running very fast, I needed a quick solution so I've manged to eyeball the dof quite decently. So despite not being happy with the method, I must say the result is quite good. BUT like I said, I'm not happy with this inaccurate approach so as soon as I'm done with this job, I'll try your suggestion. Thanks for helping out.
  8. Match c4d's focus distance with ae's

    mmm... sorry, not sure I got you question. I just exported the data by saving the compositing project file and ticking all the tabs in it as I normally do and have done for the past 5 years. I don't see any option for exporting data of a specific axis only. The the null created as the target object behaves perfectly in ae on all its axis. The problem is just related to the focus distance. So I do not know if it's c4d that does not take focus into account when exporting a camera or if it's AE that does not interpret that data, but what I do know is that the focus distance system of the two softwares do not communicate, which is quite disappointing. Besides all that, what I don't get is why things go crazy and start flipping around when I keyframe the focus distance in ae in order to match the distance of the target object. I could try an expression for that instead of using keyframes but I'm afraid I'd get the same result.
  9. Hi there, In my scene I have a few keyframes on the focus distance of my camera, (I have also tried using a traget object with a null whose position is keyframed) I've done my render and exported the camera data from c4d since I need to composite some graphs in ae which need to follow my targets and match the dof baked onto the renders (I cannot use multi passes since the dof needs to accurate in reflections). Once in ae the camera's focus distance data does not translate to ae's focus distance - and that's ok as I honestly would have been very surprised if it did - but the problem is that if I keyframe the focus distance in ae base on the null ( target) 's position, the camera goes nuts and my graphs start twisting on some axis etc and I get insane results... while if for example I just keyframe the blur level and do not touch the focus distance then everything seems to wrok fine but the dof is obviouolsy inaccurate since I'm just eyeballing the bokeh effect. Anyone knows what workflow is the most appropriate? And why the hell would MAXON/adobe not work on matching all camera settings when exporting 3d data from one software to the other?
  10. Deleted polygons that still render

    wow... I think I would never have come to that conclusion if you hadn't told me. Actually I'm so used to dealing with "hidden stuff" only when there are selection tags applied that the fact that a polygon could be hidden without the presence of a selction tag did not cross my mind. Thanks for that one.
  11. Deleted polygons that still render

    yeah that's for sure but unfotunately it is just one tiny piece of a very complex and gigantic structure. You know, it was the usual: "...don't worry we have the model, it's all good so you can focus on animating and not worry bout the rest...." Yeah...Sure..... I'd better get moving.
  12. Deleted polygons that still render

    That's the model I got from the client, i still haven't even started working on it, but that's not the prob though, because even if you reduce that mesh to 1 single poly ths issue still occours so I doubt it has to do with topology and intersecting stuff. I believe the prob is in how they generated the fbx they gave me, most probably saved from autoCAD... ...or whatever the hell :))
  13. Deleted polygons that still render

    I've tried exporting it to an obj and when I re-imported it all those polygons were visible in the viewport so I deleted them (again....) and this time they're not rendering so they are actually really gone But would still like to know what that was about...
  14. Deleted polygons that still render

    Thanks for trying. That's really insane...even if you delete all the polygons from the mesh as long as you keep one vertex, that half pipe still renders.
  15. Hi there! Can anyone please tell me what's going on? Check the scene and just hit render... Doors.c4d

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