Cinema 4D Plugins
Cinema 4D Plugins


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C4DS last won the day on March 4

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About C4DS

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  1. You could also just enter the value (you want to move) behind the current value. Select the entry and make sure your cursor is behind the current text, then type (i.e) " + 5.4", press enter. The entered 5.4 will be added to the -20.35. Just make sure you don't replace the current text with your new value. It's not a practical way of working, but that's as close I think you can get. I suppose there must exist a plugin which does accept a single new value and automatically adds (subtract, ... etc) to the current value.
  2. While there is a way to do all this in Cinema 4D using its native tools only, I always found the whole UV unwrapping process needed better tools ... so I wrote my own. For the new members having missed the introduction of my Seamilar plugin. Here's a quick demonstration of its multi object mode feature: For more details, and background information:
  3. OK, that explains it. Those who purchased the plugin at introduction price before it was part of the store can't write a review. Good to know. Well, there are enough "store-buyers" to write reviews ... wondering who will be the first.
  4. I don't know how to reply differently then I already did. All is shown in the code in my first reply. You create the quicktab via the AddCustomGui, then populate that with groups and gadgets. As for the lack of documentation: welcome to the world of Cinema 4D plugin writing.
  5. I have a Space Navigator, and have assigned SHIFT and CTRL to the two buttons. Wish I could justify the purchase of a pro version, with all the keys and heavier grip. ... One day !
  6. if this is what you want (see reflectance layers) you will need to create a quicktab subgroup # create a quicktab subgroup gadget per layer bc = c4d.BaseContainer() bc.SetBool(c4d.QUICKTAB_BAR, True) bc.SetString(c4d.QUICKTAB_BARTITLE, 'title') bc.SetBool(c4d.QUICKTAB_BARSUBGROUP, True) subgroup = self.AddCustomGui(<some id>, c4d.CUSTOMGUI_QUICKTAB, '', c4d.BFH_SCALEFIT, 0, 0, bc) # create a group to contain all the gadgets, this in order to simplify # the hide/show of the gadgets when the parent quicktab subgroup is collapsed/expanded self.GroupBegin(id=<some id>, flags=c4d.BFH_SCALEFIT, cols=1, rows=1, title='', groupflags=0) ... Of course you will need to keep hold of 'subgroup' as this is how you will show/hide the gadgets when collapsing/expanding the quicktab subgroup
  7. I am not sure UV relax will give you straight UVs, even with pinning points. Which is the reason I am working on this next update:
  8. With the hype around the current BodyPaint beta update, I am sure this is probably not the right moment to post any updates. As everyone seems to be all over the beta download, I am not sure anyone might ever be reading this ... Also considering that possibly near future update of Cinema 4D (be it beta or R19 release) might show some enhancement related to UV ... Maybe, maybe not. Who knows. Anyway, while I don't consider this moment to be the best to post any update on my Seamilar plugin, I still wanted to show the next concept I have been working on. Not sure if this rings any bell with all the other exciting news around, but I sure was looking forward to show this progress.
  9. Well, seeing the abundant feedback (*) of the Octane version of SPETI, I have reverted to my original thought: "never gonna happen". The offer has expired, and I am focusing on a release of the regular version instead. I have noticed that non Substance Painter users were kind of afraid of dipping their toes into the waters of this plugin. As the name of the plugin implied that it seemed to be specific to a workflow involving Substance Painter. Because of this, and with the issue of changes in the Python SDK between R17 and R18 I have decided to provide a more generic version of the plugin. Meet TINA (Texture Importer 'N' Assigner), the identical twin sister of SPETI. It shares the exact same DNA, but is meant to work with R18 and refrains from referring to SP. Next to this shiny new sibling, SPETI will remain R17 only and jauntily refer to Substance Painter. As they both rely on the exact same code (slightly modified per Cinema 4D Release) they of course both can handle textures from any origin, be it Substance Painter or different. Due to quite some abuse in the past, I have refrained from providing a download link to the plugin. Instead, I will provide the plugin on request only. To obtain this I will need the requesting person to provide me (via private message) with a valid serial number of Cinema 4D (first 11 digits only of course), and an e-mail address. The plugin will then be sent by e-mail. Additionally, I will include a link to Paypal, but will leave it up to you to decide if you want to donate something, something more, or nothing at all ... Whatever you feel this plugin is worth to you. It's a new scheme I am trying out, in order to avoid the abusive downloading and distribution of work, some unrespectful take credit for. Depending the serial number I will provide you with SPETI or TINA ... yes, I know how to read serial numbers ;-) (*) I know, sarcasm doesn't translate well in written words.
  10. Sorry to intrude in this discussion. In no way am I trying to force my plugin to anyone, but here is a short demonstration I made with Seamilar 2.2 using a mockup of your object. I didn't really think about what the best approach would be to unwrap this object, and just wanted to show a possible solution. The same result can be obtained with the native tools of BodyPaint once you are somewhat familiar with them. I made Seamilar to get things done a little easier and faster. As others have said: whatever tool you choose to perform the unwrapping with, you're still going to know where to put the seams. This knowledge is only obtained with experience. So practice, practice ... and practice more.
  11. @Cerbera Thanks for trying to add a review. I wish more would do so, but I understand not everyone would know what to write. On the other hand, I am more than happy with the positive feedback provided in this thread. I originally had expected a lot of questions, but it seems the plugin (or its documentation) is self explanatory ... But then again, I might simply be biased! Just for the record. Version 2.2 has been distributed to the customers. So, before diving into the next features on the todo list, I will spent some time on SPETI and its identical twin sister TINA.
  12. Working hard on the next features. And as always: simple things tend to take up much more time then anticipated. When using the native BodyPaint tools for unwrapping I noticed many times that UV polygons ended up flipped/mirrored. I figured this could easily be fixed, and decided to add this as a feature. Seamilar does now automatically detect flipped polygons and will mirror the island when needed. This feature has been part of version 2.1 of Seamilar, but for some (unknown) reason was never brought to the attention. In version 2.2 the UV view gets another step towards becoming an editor, as points, edges, polygons and islands can now be selected and manipulated. Color configuration has been added to make up your own preferred island colors. Tools and commands have been added, and not least important, shortcuts and icons follow the native Cinema 4D policy. A specific rendernode version of the plugin has been written to avoid the need of deleting the Seamilar unwrapper tag, before sending to a render queue. All customers of Seamilar will receive such rendernode version of the plugin, free of charge. As always, still a lot of tweaking and even more testing to be done before release time. Silent video demonstration of upcoming 2.2 features below:
  13. I watched the clip and downloaded the scene. At first it seemed to me that what you see is the result of lack of anti-aliasing. Looked into the scene, but it seems to use Arnold renderer. So not sure where to look for its render settings, as I am not familiar with said render engine and settings. Second thought was that maybe some movement was present in the noise part of the texture. (If I remember correctly, "older" version of Cinema 4D had by default a movement of 0.0001). So, no, cannot find what's going wrong.
  14. Funny thing is, I was right in the middle of implementing something similar to extend my Seamilar plugin. Now of course that plugin is focused on UV editing, still the knowledge I gained from implemented that feature made me think I could provide a similar feature for simple edge selecting. I saw this post right after it was created, and was thinking of replying to it. But since working on Seamilar does consume all my time, I didn't want to make fake promises. Well, one day later, I couldn't resist and starting working on this python plugin. Took me 2 hours 10 minutes to get it together. Much longer than I wanted to, but aging mind ... you know. Anyway, here's a video demonstration of the plugin, called RingLoop It does not have a fancy name, nor does it have a very elaborate UI. Simply two buttons: "Ring" to create a ring selection from currently selected edges. "Loop" to create a loop selection from currently selected edges. It's up to the user to decide what combination is needed. (python plugin R16+)
  15. Without more detailed information on what type of materials you're looking for: Texture Kit Pro from Greyscalegorilla might be an option.