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C4DS

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C4DS last won the day on January 3

C4DS had the most liked content!

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About C4DS

  • Rank
    Cafe Samurai

Profile Information

  • First Name
    Daniel
  • Last Name
    Sterckx
  • Location
    Belgium
  • Website URL
    https://toolspixels.be

Cinema 4D Information

  • C4D Version
    20.059 Studio

Hardware Information

  • CPU/GPU
    i5 5200U / NVidia 920m

Recent Profile Visitors

10,361 profile views
  1. No, not at all shameless. I just figured someone might want to know about it. I could have gone on and on about its merit, but I leave that up to the users.
  2. There you go. Version 2.91 finalized and released. Some small bugs did sneak into the final code, and took a little longer to get fixed. While quite some testing has been performed (and bugs fixed as a result of that) I am sure some bugs might still have been left unnoticed. Should you find any, please report. By now, every customer of Tools & Pixels' Seamilar should have received an e-mail containing the latest version of the plugin, ported to all supported releases of Cinema4D. If you haven't received an e-mail, please check you spam and/or junk folder, or contact me. As mentioned earlier the bugs in Cinema4D R21 that are preventing the plugin from running smoothly in that release have been confirmed by MAXON, but no further estimate for fixing has been reported. As such, I had withdrawn the plugin from selling for this release of Cinema4D until fixed by MAXON. In the meantime quite a number of potential customers have contacted me in order to obtain the plugin for R21. I will thus be looking to provide some information to potential customers indicating the level of seriousness of these issues, which can help them to decide waiting for a fix, or proceed with the purchase now (and get an update later if needed).
  3. And for those wanting to stay within Cinema4D there are the EasyUV or Seamilar plugins.
  4. Another point to make, if you're looking into putting the VSTs on a different SSD from the operating system, then remember that the writing isn't that important, but the reading is. You'll probably only write once, read many in terms of sample library usage. As such, it might be worthwhile to have a cheaper Samsung 4TB QVO for your sample libraries. I didn't want to go that route since I only have a single drive in the laptop, and operating system then need to share the same disk as the sample libraries, so I also need to pay attention for the writing speed. Looking at the vi-control.net forums (that's where I get my mustard) 64GB seems to be quite "low" amount of RAM these days, when it comes to large templates in DAW. Just make sure to allow room for expansion, if you go 64GB. Don't use up all your memory banks.
  5. If you have a sh*tload of virtual instruments (sampled based I assume) you might consider a larger SSD, Or an extra 2TB SSD to replace the HDD, and put your samples on there. I have just replaced my 500GB SSD in the laptop with a Crucial 2TB to hold all sample libraries, which I "less than occasionally" use to create video backgrounds ... have about 1.2 TB of VIs. I know, in my case it's a waste of the space, since I maybe use the VIs once a year ... if not less (figure of speech).
  6. With the documentation having been completed, I went ahead and focused on bringing every version of Seamilar in sync. Over the past year new features had been added to the plugin. Due to differences in SDK for the different releases of Cinema4D this required that updates to the plugin needed to be written for every separate release. As such, usually the latest available release of Cinema4D (r20) was supported for testing purposes and for quick user-required updates. For the last 4 weeks I have been updating the implementation of the plugin for the older releases (R16 - R19). With that completed, it's now testing time. And if that goes well, I will port the updates to macOS (for R16 - R19). Since beginning of December (2019) I have encountered a few bugs in Cinema4D R21, which I have reported to MAXON. I still haven't heard back about possible work-arounds or future fixes. Existing customers will soon be provided with the updated version(s) of the plugin. If all goes well (and no further issues are encountered) this will be the last Seamilar 2 update ... before switching to Seamilar 3. This future version of the plugin already has its own thread on the forums. As this current thread has been running for a little over 3 years it is about time to get a rest ...
  7. C4DS

    PolyDup

    Yes, it will be on mesh level only. You select "source" polygons on a mesh and select "target" polygons on that same mesh to replicate the source polygons to. Not procedural, not cloner-like. Although, this procedural/cloner-like thing might be an idea for a different plugin: where you specify source and target polygons, and changes applied to the source (like move, rotate, scale, extrude, ...) gets also applied to the target ones. That might be a nice idea, but quite more complex to implement.
  8. C4DS

    PolyDup

    PolyDup (I am open for suggestion for a suitable name, as well as for icon, images, ...) Description: PolyDup is a tool plugin which allows to easily select part of a mesh and replace polygon(s) of the mesh with a duplicate of this part. The concept is the same as with PolyGnome, where you can replace polygon(s) of a mesh with predefined asset objects, allowing to construct meshes from parts. The difference with PolyDup is that you do not need to create asset objects. The selected part of the mesh will represent the asset. With this you will be able to easily duplicate parts of a mesh, without the need to model it more than once. Status: The plugin is still in its design phase. It will reuse the modelling engine from PolyGnome, so that part is basically available as is and will only need fine tuning for the new purpose of this plugin. While PolyGnome was a command (= "single-shot" action), this new PolyDup plugin will be a multiple action tool. Development of the plugin will be in Cinema4D R20 (Windows) and ported to other releases of Cinema4D, both Windows and macOS. Estimated Release Date: unknown Supported Cinema4D releases and platforms: R16-R21 Windows, macOS Price: unknown View full record
  9. PolyDup (I am open for suggestion for a suitable name, as well as for icon, images, ...) Description: PolyDup is a tool plugin which allows to easily select part of a mesh and replace polygon(s) of the mesh with a duplicate of this part. The concept is the same as with PolyGnome, where you can replace polygon(s) of a mesh with predefined asset objects, allowing to construct meshes from parts. The difference with PolyDup is that you do not need to create asset objects. The selected part of the mesh will represent the asset. With this you will be able to easily duplicate parts of a mesh, without the need to model it more than once. Status: The plugin is still in its design phase. It will reuse the modelling engine from PolyGnome, so that part is basically available as is and will only need fine tuning for the new purpose of this plugin. While PolyGnome was a command (= "single-shot" action), this new PolyDup plugin will be a multiple action tool. Development of the plugin will be in Cinema4D R20 (Windows) and ported to other releases of Cinema4D, both Windows and macOS. Estimated Release Date: unknown Supported Cinema4D releases and platforms: R16-R21 Windows, macOS Price: unknown
  10. C4DS

    ShowMe

    I used to have a thread about this plugin, but it apparently is archived and unaccessible for editing. With this new thread I'd like to continue providing a spot for discussing its features. More to come ... <placeholder>
  11. Ah ... I actually thought that was what you meant when I first read your question, but then I figured "who would want to know that?". That mouse mat has been a birthday present many many years ago ... custom made, still cherish it to this day. Unfortunately, sunlight has degraded the picture.
  12. A Logitech G600 mouse with 20 programmable buttons. I once thought it would enhance my workflow having all necessary shortcuts at the click of a button instead of using keyboard. It has 12 buttons on the side, the regular left and right mouse buttons, then an additional "pinky" mouse button at the far right. On top: a scroll wheel with down, left and right button actions, and two "mode" buttons in front of the scroll wheel. One of the mode buttons has a 3-cycle state, which allows to have a different set of actions for the buttons on the side. This allows to have up to 36 different actions for side buttons. I used to map tools and commands depending the layout I was in. It was heavily used when I still was doing 3D modeling and animation, but lost its use when I switched to plugin development, some years ago. The (quite useful) 3D mouse on the left isn't even connected anymore. Hasn't been for the last 3 years. Nowadays it is just sitting pretty, reminding me that someday I need to pick up 3D animation again ... It's a shame, but it is what it is.
  13. Just a quick set up of the extra screen. Now I can debug the plugin code on one screen, while working in Cinema4D on the main screen. No need to constantly swap application screens anymore. And that via a single USB (A) cable ... nice. I just don't have the room to fit 28" screens. And with these small monitor sizes I cannot justify for 4K screens. My old eyes already have difficulty reading text on HD screens, let alone 4K. Sure, you can scale up text and graphics ...
  14. Happy New Year. I ordered a portable monitor for my laptop (should be delivered any time now) ... doubling my resolution. That will be my one and only resolution for 2020.
  15. C4DS

    Seamilar 3

    I agree. Didn't expect this plugin to exist for so long, before being overruled by the updates in the native UV tools. It seems MAXON is finally ready to provide updated tools, looking at the recent tweet from the CEO. Looking forward to what these UV updates might be. Hope that these don't introduce even more issues than what MAXON did with the new GUI. Anyway, Seamilar has turned 3 earlier this month, maybe it's time for a new name for next version? The first and second iteration of the plugin were heavily based on the "seam" part of the unwrapping story. Hence the plugin's name. With the next version we'll focus more on the editing part of the story. Not neglecting the already available tools from the current version, but extending them. Adding more possibilities. Making it easier to use. Changing the small things that have a large impact. My only wish is that by then MAXON has fixed the issues in R21, so every plugin at least behaves as it does in previous releases. Anyway, let the new name roll in ... I am open for suggestions.

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