Cinema 4D Plugins
Cinema 4D Plugins

C4DS

C4D Cafe Seller
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C4DS last won the day on March 4

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About C4DS

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    Respected community member.
  • Birthday 06/04/1970

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

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  1. Not sure what answer you expect: a simple yes/no? Or a more elaborated reply? I have worked on a personal animated short project for the 5 past years, put most of my spare time into it. Storyboard was completely drawn, animatics etc ... Voice over / dialogues were recorded. All characters were modeled, rigged, textured. And then "suddenly", I dumped the whole. That was about 8 months ago. Even after having done the entire pre-production and them some, the direction this project was taking didn't suite me anymore. I still don't know which direction I want it to take, so the project remains shelved. Not sure if it was 25% into the project, and I am not really into doing the math, as that might mean another 15 years to complete the project ... So yes, been there, done that. Which means that (at least for me) even by doing your homework and evaluating the whole, you still might end up with a dud.
  2. This looks very interesting, and something I could really use myself. Besides using it, it also looks like a very challenging and fun project to implement. Someday I'll sure want to try my hands on writing something like that. Thanks for sharing the info.
  3. When you have converted the polygons to separate objects, can't you adjust the axis of your "target" polygon? If not, you could add a null as child of your target polygon, and position/orient that null as to be the appropriate target of your camera. When the polygon is moving, the null will move along, and camera can follow it.
  4. Looking at the screenshot I thought about "Vertex Normals", but I even didn't know we had that. Been too busy lately to enjoy the new features of R18 (or was that introduced even earlier?)
  5. 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.
  6. 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: https://www.c4dcafe.com/ipb/forums/topic/95805-seamilar-the-sequel/
  7. 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.
  8. 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.
  9. 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 !
  10. 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
  11. 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: https://www.c4dcafe.com/ipb/forums/topic/95805-seamilar-the-sequel/?do=findComment&comment=650361
  12. 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.
  13. 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.
  14. 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.
  15. @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.