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Everything posted by C4DS

  1. Spend some time working out to visualize a preview of the copied polygons to be injected into the mesh. More changes to come ...
  2. If I understand correctly you want to only use a part of the texture. To do so you can play with the Length V (or Tiles V) and the Offset V values in the Texture Tag attributes. Say you want to use to top 512x512 of your texture, you then use following values: Offset V = 0% Length V = 400% (this will adjust the Tiles V to 0.25). If you want to use the second "tile" from top of the texture map: Offset V = 25%, still with Length V = 400% The 3rd "tile" -> Offset V = 50%. And finally, for the 4th Tile -> Offset V = 75% Edit: Should you start with a texture of 512x4096 you would then have 8 "tiles", and the Offset V should then increment by 12.5% for each "tile". While the Length V would be set to 800%.
  3. And there you have it: version 2.92 has been released to the customers. Main feature in this update is the possibility to have a non-square UV Canvas. While the square canvas (ratio 1:1) is useful to most users since applied textures are square as well, some require a specific workflow using non-square bitmap textures. Next to the default 1:1 ratio the UV Canvas can now be specified to be visualized as 16:9, useful for 1920x1080 textures, or 16:10 (1920x1200). Even custom values can be provided, say for those wanting a 3:2 ratio. Next to that some minor changes and a few bug fixes. And now ... it's about time I start working on 3.0
  4. Here is a free plugin I made for selecting UV island borders: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner
  5. That was the whole point. Glad you liked it. Actually, the idea is kind of borrowed from the tagline "There are 10 types of people in the world. Those who can read binary, and those who can't."
  6. I am surprised to see everyone with an MSA expected to get the updates for free. I too, "wished" this was the case. But it's obvious the S22 update is not part of the MSA deal.
  7. I personally would have done a "replace ascii 0x67 to 0x6E", but that's just my feeling. And as far as your MSA goes ... well, we all know that R22 will be released on 1st September. Your MSA, just as mine, will have expired by the end of August. Too bad for us, but such is the deal. While I like the the improvements I see with this S22, I have mixed feelings. And not only because of the UV related features. There are quite some R21 bugs I have encountered and reported to MAXON (december '19). Having not seen them fixed with R21.207 I fear these will not get handled before R22 hit the shelves ... if at all.
  8. Looking for feedback on the current state of the plugin. Originally I had planned to provide selection tools as part of the plugin. But since you can simply use the native live-selection, loop-selection and fill-selection to do all the selection tasks I don't really see the point in duplicating these features. Besides, if you also have the Dials plugin it's easy to create a setup where you have all necessary tools grouped into a dial, accessible by a single shortcut. An idea might be to provide an internal dial-like functionality to easily access the different extract slots, to paste from / copy to. Activating this dial via right mouse click. I am not sure if the concept is clear of using the CTRL key (CMD on mac) to activate the copy functionality? An alternative idea I had was to hover over the selected polygons and use the CTRL-C or CTRL-V keystrokes to copy or paste. Without the need of a mouse click. Next, I am not too happy about the identification of the extract slot. I wasn't sure people really wanted to spend time naming these extracts, as the whole purpose of the tool is to quickly perform a copy/paste of part of a mesh. Compare it with copy/paste a part of a sentence in a text editor to rearrange the wording ... or copying part of an image to in an image editor. You're not exactly naming the item you copy, also because you only have a single item in the clipboard. Here, with the possibility to have up to 5 items "in the clipboard", I thought it would make sense you could identify which of the slots of the clipboard you want to interact with. For now each slot is made up from the name of the object you are copying from, appended with the lowest point index of the part you are copying from. In most cases this would provide for unique names. Maybe a different color per slot might be easier to identify than using a name? I also had thought of taking a screenshot of the part of the mesh being copied, to be used as a thumbnail. But displaying 5 thumbnails would probably take up too much space in the attribute manager. And in the end, I am not even sure many users will want to use this tool for more than copy-pasting a single item in one session. As such, there is no need to identify things. Suggestions welcome ...
  9. Probably not the smartest move to bring this out, while all attention is to the newly released S22, but here goes. NEW in beta 3: The original plugin allowed to copy and paste a single extract. With the latest version you have up to 5 slots to hold an extract. Select a slot in the Attribute Manager to use. If the slot is empty you obviously can only use it to copy an extract into. Once a slot is filled you can then use it to paste/inject into your mesh. The new version also allows to use selected edges around a hole in the mesh in order to paste the selected extract. You do not need to be in edge mode to be able to use edges, nor do you have to be in polygon mode to use polygons. Although it helps in visualizing which edges or polygons are selected if you are in one or the other mode. For now, I do not limit to use edges or polygons to a particular mode. Depending feedback I might provide this limitation if it is more appropriate. And as pictures tell more than many words, I have created a short video to demonstrate the process ...
  10. I have just finalized beta 3 for R20 and R21, both Windows and macOS. Link available in the first post.
  11. You will need to select your "columns" one by one and perform an extrude on each separate selection.
  12. In R20 and R21 you can set up your scene file, then in the menu Windows > Customize > Save default scene. In previous releases you had to set up your default scene, then save that as "New.c4d" and store that file in the folder where Cinema 4D's exe was installed. On Windows that would be (depending your install) C:\Program Files\MAXON\Cinema 4D Rxx
  13. But as you mention that it contains xlib and xdl64 files ... these are compiled C++ plugins. But if these are R20 compatible, then they will not work for R21.
  14. If it is COFFEE than it won't work even with the bridge. The bridge was only meant for regular C++ plugins (as far as I know). If it was updated recently it might have been ported from COFFEE to Python, as COFFEE support was dropped in R20 and up.
  15. Usually, you extract the content of the zip file into your plugins folder. Since R21 no default plugins folder is provided anymore, so feel free to create one, or unzip anywhere. Make sure to add the path to the folder in your Cinema 4D preferences.
  16. Not sure what that means, but ... thanks? When in Edge Mode, activate the Phong Edge Selection tool. The candidate edges will be visualized with a dark blue-ish color. Then in the Attribute Manager simply press the button Select All, and these edges will get selected. I tried this on a cube, and obviously, all edges got selected. Doesn't this work on your specific object? Could you please upload the object to further check.
  17. I have updated the plugin to provide an option (via cog wheel) to ignore the outer edges of an open-ended mesh as being detected as UV boundaries. In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries. On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option. This is the behaviour of the original version 1.0
  18. I had provided a quick plugin which does select UV boundaries, inspired by the thread you had started about this topic. Isn't the plugin useful in your context? If it does miss some functionality, you can discuss your specific needs in this topic: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner/
  19. Inspired by the request from this thread: https://www.c4dcafe.com/ipb/forums/topic/109564-selecting-uv-seams I have quickly created a plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. UVisland Outliner v11.zip
  20. I have some code in my plugins which does this, but is not yet available for selecting edges from. However, there is a -somewhat laborious- way to get the outline of UV islands without any plugin. Switch to BP UV Edit layout. Then, with the move tool enabled, double click an island in the UV window. This will select the polygons of a whole UV island. Then, use the Outline Selection tool (U~Q) and select the polygon cluster in the view port. This will provide you with the outline edges of the island. Store as edge selection. Back to move tool, double click another UV island in the UV window, etc ... I might be looking into providing a plugin which does the UV island outline edge detection and turn them into edge selection. Or maybe even create edge selection tags. I have added a work-in-progress plugin in the Plugins Development sub-forum.
  21. Sorry for the late reply. I hadn't seen your message before. What version of R21 are you using? I have tested the plugin on Windows 10, R21.207 and cannot reproduce a crash. Does it require a specific scenario in order to let the plugin crash?
  22. Since it's an animation application, the 4th dimension is time. Hence 4D.
  23. This is something you might better ask to the MAXON developers, as only they know what the logic is behind their implementation. But from looking at your examples you can deduct that when multiple polygons are selected, the axis orientation of the object is used. At least when the orientation option you select in Modeling Axis is set to "Axis". When you only select a single polygon, then the selection Z axis usually is the normal of the polygon, and the selection Y axis usually tries to point into the plane of the original object's Y axis and the polygon's normal. Then from these two vectors (selection Z and Y axis) its X axis is calculated. I am not sure if this is how it's done, but that is how I interpret what happens in the video you provided.
  24. Scaling can be enabled in the Attribute Manager. Option "Scale when pasting" (3rd checkbox). I know, the current options are a mess. As this plugin is still a work in progress, the Attribute Manager options are not yet nicely organized.
  25. I have updated the plugin, fixing the few reported issues. In the meantime I have also created an R21 version of the plugin, and ported to macOS. New beta is available for download at the bottom of the first post of this thread. Looking forward to more feedback.
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