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C4DS

C4D Cafe Seller
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C4DS last won the day on November 6 2017

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About C4DS

  • Rank
    Respected community member.
  • Birthday 06/04/1970

Profile Information

  • First Name
    Daniel
  • Last Name
    Sterckx
  • C4D Ver
    19.024 Studio
  • Location
    Belgium
  • Interests
    Electric guitars, Radio controlled electric airplanes, 3D, Video editing

Recent Profile Visitors

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  1. Happy New 2018 & 50000 members mark!!

    Happy New Year, and congrats with the 50000 members.
  2. For a start your XGroup is set to disabled, hence the reason you don't get any motion. Uncheck the disable flag (right mouse click on the XGroup in the Xpresso editor). From then on your XPresso will at least be evaluated, which wasn't the case now. Secondly, your second input of the math:multiply is now set to 0. I still don't quite get why you would want to multiply. Instead, I would expect a Modulo function using the time it takes for your disc to perform a full revolution.
  3. Then I suppose there's something else going wrong. Please upload the scene file so we can investigate what the issue is.
  4. What is the result you get now? Do you have motion in the body or not? The unit of movement depends on your project settings. When your scene settings (scale) is set to 1 centimeter the values 15 and 50 will be seen as cm. Notice in your xpresso that you use 0 and 1 as range mapper input. This means that any input value between 0 and 1 will be interpolated from 15 to 50. I assume the problem is with your range mapper input. The time node outputs a value depending your project settings. When this is set to 30 FPS, then each frame is 1 / 30. Which means that after 30 frames you reach the max limit of the range mapper input (1).
  5. It's more complex than this, but to keep it simple: You can look at a material as being a collection of shaders. Where a single shader takes care of one aspect of how your material looks like, i.e color, reflectivity, transparency, etc ... A material is then the whole of all these separate aspects.
  6. The official release of version 1.2 had been delayed but has now been finalized. New in version 1.2: - resizable thumbnails - filtering of assets - use edge selections or polygon selection to insert assets - insert asset multiple times at once - improved material handling on assets - merge point/edge/polygon selection tags by name - insert asset into scene at world's origin without host object or edge/polygon selection - removal of coinciding polygons - new "on surface" positioning option - added support for tags of type point/edge selection, XPresso, vertex map
  7. This is just a pointer in the right direction, not a complete solution. You can assign a Python tag to your instance and implement the checking there as follows: import c4d def main(): # 'op' is an internal defined variable # which represents the current "object", # in our case the Python tag if (op): # get the object hosting the Python tag hostObj = op.GetObject() # check if hostObj has a parent # and if it is a null parent = hostObj.GetUp() if parent and parent.IsInstanceOf(c4d.Onull): # do whatever is needed print "parent is null"
  8. Version 2.4 has been released to current customers. Here's a video demonstrating the new features added in this update:
  9. Cube on a dynamic rope

    Here is quick example: dynamicRope with cube.c4d I am using two nulls which I assign via your Xpresso node the position of the end point and the penultimate point, or as in your example the first and the second points. The end point I assign an Aim constraint tag (a look-at tag would work as well), an make it aim at the other null The end null is thus always pointing towards the previous one. I then made the cube child of that end point, and that's it. Note that you can "implement" the Aim constraint in the Xpresso node if you want to. "Simply" use some trigonometry functions, etc. ... but I'll leave that up to the reader.
  10. Cube on a dynamic rope

    A point does not have a rotation nor orientation. One solution is to introduce an additional point into the equation. Assume a spline, where you want the cube to follow the last point. The first point on a spline is at 0% while the last point on the spline is at 100%. Say you introduce an extra point at 99%. The vector from this point to the last point will give an orientation ... but only for 1 axis (let's say the Z-axis). You then still need to find a way to indicate what is its Y and X axis.
  11. Crazy with IK

    I guess this has something to do with priority issues. The order of items in the Object Manager's hierarchy, or tag order can be the culprit. Difficult to investigate from the provided screenshot alone.
  12. Affinity Photo The New Photoshop?

    Note that the Vegas Pro provided is version 14, and the "Edit" version. Vegas Pro 15 Edit is available at $149 on their website. The humblebundle thing might still be a legitimate version. Just wanted to mention it's not the latest and top trier version.
  13. Transfering UV's?

    As Cerbera I would also have though to simply copy the UVW tag from your original mesh to your rigged mesh. If point count and polygon count AND the polygon indeces are the same between the 2 meshes, the copying of the UVW tag should work. I downloaded your two meshes and had a look, and can tell that the polygon indeces are completely different between the two meshes. As such, I have no idea how you would want to map the UVs of one mesh to the other. How did you end up having these differences between the two meshes. Did you do some polygon reduction or other changes for the two meshes to "drift" apart in polygon and point indeces? I see Cerbera replied will writing my reply.
  14. A manual explaining the features is included with the plugin. As all available time is spent on implementing additional features for the plugin I still haven't been able to make any instructional videos. The videos provided in this thread are for demonstration purposes only, showing the features I am currently working on, or plan to release in a next update. As for the licensing, Cinema 4D can be installed on 2 computer if you have an MSA license only. In other cases installation is only allowed on a single machine. The purchase of Seamilar is for a single license, allowing you to install and run the plugin on a single computer only. If you would want to run it both on a PC and on a Mac you should indeed purchase the appropriate number of licenses (as is mentioned in the end-user-license-agreement). I know that many customers do use the single license on both operating systems, and while I personally have nothing against this, the license you purchase is registered to a single operating system, and thus support is only granted for said operating system. Hence the reason why you need to specify the operating system you're purchasing the plugin for.
  15. While I understand the reason for a demo version, I am sorry as this will not be possible in short term. Honestly, I would rather spend time on adding features to the plugin then taking away development time to work on a demo version.

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