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  2. There seems to be more members but there is less posting. Seems most of the questions are already answered πŸ™‚
  3. If you import this object Frozen Altars Sky.zip with these options it will be imported with the appropriate Vertex Color Tag
  4. Are you sure .obj doesn't store vertex colors ? Yesterday I exported a simple obj from C4D with no texture or UV map data on it but it had a vertex color tag and it got imported back correctly. The SpyroWorldViewer does not produce any mtl textures. Just the tilemap of the model in .bmp. It did produce a bunch of other files but I think those were instructional for other purposes... I think they only matter for the world viewer... I've put them here because the file was larger than what I'm aloud to upload https://we.tl/t-heN3K2pcqV
  5. Today
  6. Sorry typo! I meant GLB since it was a web-based game. Normally for UE and Unity I have used FBX. I might have a go at seeing what I can do with your dragon in PLA using motion clips πŸ™‚
  7. OBJ format itself not contain materials. Needs to be in link with MTL file (one or more) I think user in video "convert" mtl texture file into vertex color. Your scene file example contain just geometry which is loaded in c4d correctly
  8. Either C4D has become too easy and people need less help with it or people are swamped in work... I don't know... generally there is less activity in comparison with 2023. I've missed many of our members. (some of the names I don't remember exactly) Igor (former admin), Might (former maxon employee), Cyredes (fox icon), Cesar (the French plugin developer), Srek, Fritz ... Are they OK ? Might and Cyredes said goodbye and their reasons for leaving... But there are much more people that used to appear around here and now they simply aren't.
  9. I know. What I expressed had nothing to do with your opinion, it just was close to what you were saying. And I really feel that "focus". There are years that seem like Maxon forgets completely about renovating other crucial areas. The past 1,5 year was all about particles. The 2 years before was all about Scene Nodes... It just feels like they are sort on human recourses... Especially lately with RocketLasso taking care of tools made with scenenodes... I remember Covid was a real setback for C4D but not for the other DCCs... I wonder if the struggle with new programmers in the AI era is or will soon hit MAXON too... Anyway, coincidentally I wrote a suggestion about the Cut Tool yesterday...
  10. I didn't mean to imply that particles et al were the only things being worked on - I don't believe that's the case at all. There are constant fixes for all sorts of bugs all the time of course. But where whole tools would benefit from rewrites and more fundamental updates I just find that Maxon tends to address a lot of those sorts of things all in one go every few years where a suite of tools in a similar area becomes a highly focused effort for a time, such as in the 'great modelling overhaul' of R18 for example, or the large push that happened a few years later that saw all those extra QoL tools added to modelling toolset (Fit Circle, Equal Spacing, Smooth Edge, Relax Brush etc etc)... I merely express the hope and my confidence that those won't be the last ! CBR
  11. πŸ€” This doesn't sound logical to me... I mean, if you are a software corporation you have people with all kind of software skills, one has a Master's in Real-time Render, the other in Physics Simulations, the other in Animation... isn't it only logical to group them in teams each assigned with a task closer to their expertise ? Shouldn't every C4D update be "global" ? Should I believe that every dev is working on liquid sims and not on an improvement on BodyPaint or Fields ? Do they just hire and fire people depending their "focus" if that focus isn't part of their skills ? Particles look very capable to me. I have very few recommendations left for that system. Liquid RnD shouldn't take too long once the particle behavior foundations are set... For all I know Liquid sims are a Mesher system...
  12. GBL ? Do you mean GLB (gltf) ? Where you instructed to specifically export to that format (usually glb is for web browser games) or was it the most supported format for UE and Unity ?
  13. I'm trying to understand how I should format an .obj file exported from SpyroWorldViewer to properly open in C4D with the included Colored Vertex Map. I watched this YouTube video but he uses a 3d MAX script to do the job. I tried reading the code but didn't make sense to me even with the comments as it's not clear to me what data encode the Vertex Color Map. I also read the .obj specifications from here https://en.wikipedia.org/wiki/Wavefront_.obj_file and it doesn't mention anything about vertex color. Can anyone help me understand what parts of the original file I should move where so C4D can open the file correctly ? (maybe I'll be able to write a python script to reformat the original) This contains two models of the same level. I don't know why the application extracts more than one. Other versions are LOD models but these two are the visually same with different file size (maybe the largest one contains the vertex color data). Level.zip This is the 3d Max script TransferUVWToVertexColor.ms
  14. Well I am not too familiar with game engines other than Unity and Unreal which I have only dabbled with. Indeed I have recently animated/modelled some game characters but they needed to be exported as GLB files to work. I always thought the the norm was to rig characters using joint/bones and create walk/run/jump/punch etc sequences and then import them into the game engine. Which is what I did using the motion sequence features in C4D and the take system.
  15. Lucasfilm's vision for AI in Stars Wars is making me cringe Article from CreativeBloq. https://www.creativebloq.com/entertainment/vfx/lucasfilms-vision-for-ai-in-stars-wars-is-making-me-cringe
  16. As a typically staunch promoter / defender of Cinema's modelling toolset I still can't argue with your criticisms of those 2 aspects of it. There is certainly much to be done by way of improving both Line Cut and Poly Pen, particularly relating to their behaviour around ngons. But me and a fair few other modelling-focused testers have good coms with Maxon and ensure they are fully aware of our frustrations, and we do constantly push for improvements and fixes to the modelling tool set. And Maxon do listen to those concerns, fix what they can as they go along, and bank up ideas and retooling plans for the next time modelling is in 'dev-focus' so to speak... At the moment, unsurprisingly, it's Particles and Liquids that are getting a lot of focus, but it'll be modelling's turn again soon enough I imagine... CBR
  17. RANT Is there ever going to be a time when C4D just makes a cut without having us guess whether or not we should use the knife or polygon pen tool, REGARDLESS of how imperfect the geo is? It's 2025. We shouldn't have to babysit C4D as it determines if it can perform a function or not. We shouldn't have to perform multiple steps with multiple cuts, when the tool should be able to perform one cut.. one time. If the answer is "use this tool when the geo is imperfect this way, and that tool if it's that way..." then how about make one tool work both ways under the hood? Even Connect Points/Edges would be more brilliant if it intelligently knew "ok to connect this point to that point, I have to cross this edge that doesn't have a point so I'll create one and continue doing what I need to do to get to the other selected point" just a made up sample.
  18. It works fine for me. Can you post screenshots of your setup and the red tint ? I've never seen anything getting red in that list.
  19. Until then, D5 or U-Render... Depending the scene, a Viewport Render can also be adequate.
  20. I have several attractors in one scene. I want to assign a specific attractor to a specific softbody (not bullet). As soon as I have two attractors in my scene, the second one, when assigned to a softbody tags include/exclude field gets a red tinted backdrop. Is this a known limitation? Only one attractor per scene is allowed, when assigned specifically?
  21. As a heavy Vectorworks users, I'm watching this closely. Thanks for posting.
  22. Leaving that here. Guess it is a iteration of RS RT https://www.maxon.net/en/article/maxon-introduces-new-real-time-rendering-and-cinematic-previews-solution-for-architects?srsltid=AfmBOor4hyBzua_1Vy5wp7JNAvYGcN1IPLN5wCfadfMw7xUPnV01nN0p
  23. Public sharing (e.g. on ArtStation, Behance, or an open YouTube link) is not recommended. This is where most legal trouble happens. Your right to work (Berufsfreiheit) is a fundamental constitutional right in Germany under Art. 12 GG (Grundgesetz – Basic Law).You can privately show work (including company projects) to potential employers if it is for the sole purpose of applying for a job, and it is not made public. A company cannot blanketly prohibit you from showing your own contribution just because a project is unpublished if you respect confidentiality. Even NDA clauses are not automatically enforceable if they disproportionately restrict your right to seek employment. Just because you're legally allowed to show something in private doesn't mean an employer won’t threaten legal action anyway β€” even if they'd lose. So professional discretion matters and that's where asking for permission takes its stage.
  24. Last week
  25. The OSL ones have been available on GitHub for quite some time, but when I last checked them out it wasn't a Maxon-specific page of them. I didn't know about the Python one. Definitely some very useful shaders and extensions there. CBR
  26. I'll have to dig into this when I have more time and patience... I was hopping for an easy and straightforward solution but it seems it's something so fundamental of something too big that makes my question difficult to answer... I also have to find a way to ask "What game engine is most easy to learn and suitable for Spyro's mechanics for me to understand ?", I have no idea what kind of forum would be appropriate to unsewr to that. AI is defenerly not a good place to ask because I have a list of things I need for the game engine to be able to address and that make the question too specific to be answerd by AI.
  27. and this live ai avatar https://ravatar.com/3d-ai-avatar/ , loool !
  28. Oh wow these Redshift OSL Shaders are going to be REALLY handy, especially that Blur one. Thanks for posting.
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