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Ah, I understand now. Still, nodes could be easier and way faster solution (than Xpresso or Python) for what you need. Can you, just for sake providing insight into your work, and I am pretty sure there are quite a few people interested in particular work you do, provide some requirements? Even generic ones would work. Nodes can really provide you with fully parametric, customizable, user oriented rigs. If anything, we can identify weak points for particular task and improve the nodes themselves 🙂
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minarhosseinjr joined the community
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BIRDHAUS joined the community
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Marc Trzepla started following Selecting All Cryptomatte Objects At Once
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Okay, perhaps I'm cheating by asking this here but since I'm figuring C4D users have more experience with cryptomattes than the average After Effects user I thought I'd start here first. I have an RS Evironment which is adding some nice delicious volumetric lighting to my scene, looks great. Unfortunately it kills my matte (the atmosphere doesn’t occur at the matte transition so it’s not like the vol. lighting gets cut off). I found that if I spit out a cryptomatte it ignores the environmental effects, maintaining the transparent background, great, I can comp in the background behind the render again. Thing is, I essentially want to select all of the objects to make the matte, but I’m not about to click select them all one at a time in the Cryptomatte effect in After Effects, and there is no click-hold-drag a marquee around the entire image to select them all. How would one go about grabbing all the objects to activate them all as a matte? Unless there’s a non-cryptomatte way to make this matte you’d recommend instead, one that gets cooked with the beauty (not a second render) and ignores the environmental vol. lighting. If I’ve overstepped asking this here lemme know and I’ll crawl over to the Adobe forum. Thanks,
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MusaShyak joined the community
- Yesterday
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Scene Nodes would probably work well if it was just a simple sliding door, but this is just a small part of a much bigger script. Its a Python Generator for a modular wall that I'll use in my work as an exhibition/ booth designer. It's almost 3k lines of code already. I have an Xpresso version of this modular wall, it works fine, but the viewport becomes very laggy when thare are to many of those and I try to move something on the screen. I tried to convert it to Scene Nodes for performance reasons, but a realized that it's something very complex to recreate this way, that's why I decided to go with python.
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karamba joined the community
- Last week
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RyStar joined the community
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Smolak started following Maxon announces new real-time rendering Engine
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Near year ago I saw on Likedin that Maxon had job for architectural visualization person who will create new strategy for this sort of marketing and product strategy. ArchViz from years was a domain of Autodesk. Maxon want to be a part of this market too. This is why more and more capsules are related to this business. I found link : (22) Senior Product Manager, Architectural Visualization (m/f/d) | Maxon | LinkedIn
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I don't know anything, but I would guess that is just a marketing strategy. Maybe with the idea to expand Cinema's reach into Archviz more (?). Maxon is owned by Nemetschek which also makes Vectorworks. Redshift was added to Vectorworks a few years ago, but not a full implementation, so there are benefits to be had from both sides, I think. They also mention wanting to eventually open it up to other CAD/BIM solutions, so Vectorworks is just a starting place. I use Cinema for Concert design - can't say it was really made for that, but it works great, so I wouldn't read too much into it. Right now there is a SEND TO CINEMA4D button in Vectorworks - I think this is a larger progression of that concept, like live linking. All will be revealed in a few weeks.🤷♂️
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nxn joined the community
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JoeyJayJay joined the community
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zeden started following Using agency work for job application
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I am in the same boat. Basically every job under NDA here. I put my stuff behind a password on a personal website. Same for my reel. So it cannot be publicly viewed. Problem is you have no visibility as a freelancer this way and need to approach potential customers actively. But well...what can you do.
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I think you should also post the Attributes of your IK tag. If the script needs to replicate your hand-made scene then it needs to do it in every detail. If someone is to read this code and find an omittion he also needs to know the exact parameters the IK tag is given.
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Is this forum less active the last 1.5 year or is it just me?
HappyPolygon replied to HappyPolygon's topic in Discussions
I have an other question. Why isn't MAXON ever mention this forum ? Twice a month there's an "Ask the Trainer" live. Every week there's "Rocket Lasso" live. Every week there's a "VFX and Chill" live. Why isn't anyone ever even make a tiny reference ? People ask a ton of things that the presenters for various reasons dodge. Those could be redirected here. Not all questions worth a screen time. Should I herald the site in the comment section of YT chat ? I don't mind. But I don't want to anger the presenters or the Maxon supervisors of the shows. -
Is this forum less active the last 1.5 year or is it just me?
Jeff H1 replied to HappyPolygon's topic in Discussions
I think we're the older crowd who have been used to forums for a long time. Younger generation loves discord, IG and Tiktok for answers. Platforms like that make me feel like I'm getting ADHD. Stuff is all over the place and you may never find posts after viewing them once. With IG and tiktok, if you don't like or save a post you'll probably never see it again. -
Not into python so the question is would nodes work for you? We would need to have an example of what foldable door you are after, nodes are very good for this type of work.
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PhilSim joined the community
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I created a simple IK rig manually in the object manager and it works fine. It's a folding door. When I move the the goal object (g) the door opens or closes. I recreated this in a Python Generator, but when I try to move the goal via code using a slider on the interface it only moves the goal but it ignores the ik rig. def make_folding_door(width: int, hinge_side: int, opening: int) -> c4d.BaseObject(c4d.Onull): def make_cube(width: float = 15.0, height: float = 196.0, thickness: float = 1) -> c4d.BaseObject(c4d.Ocube): cube = c4d.BaseObject(c4d.Ocube) cube[c4d.PRIM_CUBE_LEN] = c4d.Vector(width, height, thickness) return cube g = c4d.BaseObject(c4d.Onull) def create_blades() -> c4d.BaseObject(c4d.Onull): root = c4d.BaseObject(c4d.Onull) root.InsertUnder(door) root[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_X] = 5.0 root[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] = 99.5 g.InsertUnder(root) g[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Z] = -0.5 gc = make_cube(5.0) gc.InsertUnder(g) gc.SetRelPos(c4d.Vector(2.5, -0.5, 0.5)) p_1 = c4d.BaseObject(c4d.Onull) p_1.InsertUnder(root) p_1[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Z] = -0.5 p_1[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] = c4d.utils.DegToRad(-90.0) ik_tag = c4d.BaseTag(c4d.Tcaik) p_1.InsertTag(ik_tag) c_1 = make_cube(7.0) c_1.InsertUnder(p_1) c_1.SetRelPos(c4d.Vector(3.5, -0.5, 0.5)) pe = c4d.BaseObject(c4d.Onull) pe[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] = c4d.utils.DegToRad(-180.0) ce = make_cube(7.0) ce.InsertUnder(pe) ce.SetRelPos(c4d.Vector(3.5, -0.5, -0.5)) e = c4d.BaseObject(c4d.Osphere) e[c4d.ID_BASEOBJECT_GENERATOR_FLAG] = False e[c4d.PRIM_SPHERE_RAD] = 0.1 e.InsertUnder(pe) e.SetRelPos(c4d.Vector(7.0, 0.0, -1.0)) if width <= 1: p0 = c4d.BaseObject(c4d.Onull) p0.InsertUnder(p_1) p0.SetRelPos(c4d.Vector(7.0, 0.0, 1.0)) p0[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] = c4d.utils.DegToRad(-180.0) c0 = make_cube() c0.InsertUnder(p0) c0.SetRelPos(c4d.Vector(7.5, -0.5, -0.5)) p1 = c4d.BaseObject(c4d.Onull) p1.InsertUnder(p0) p1.SetRelPos(c4d.Vector(15.0, 0.0, -1.0)) p1[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] = c4d.utils.DegToRad(-180.0) c1 = make_cube() c1.InsertUnder(p1) c1.SetRelPos(c4d.Vector(7.5, -0.5, 0.5)) pe.InsertUnder(p1) pe.SetRelPos(c4d.Vector(15, 0.0, 1.0)) g[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_X] = 4.0 ik_tag[c4d.ID_CA_IK_TAG_TIP] = e ik_tag[c4d.ID_CA_IK_TAG_TARGET] = g return p_1 elif width == 2: return p_1 elif width == 3: return p_1 else: return p_1 blades = create_blades() g.SetRelPos(c4d.Vector(frm_w * opening, 0.0, 0.0)) return door If I make the the Python Generator editable, it recreates the hierarchy correctly with the IK tag with the 'end' and 'goal' set and the IK rig works when I move the goal. Is there anything I'm missing? PS: I know I could probably make the code shorter with a for loop, but first I want to make it step by step to make sure I'm doing everythig right.
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The question is: Why is that supposed to be an architectural tool ? Why should only arch-viz artists be interested in it ? Is it because the renderer will work only from inside Vectorworks or because it won't support many C4D features like Pyro and Particles ?
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Is this forum less active the last 1.5 year or is it just me?
Cerbera replied to HappyPolygon's topic in Discussions
Yes I used to get 2 or 3 modelling Qs a day, vs the 2 or 3 a month I get these days. Cinema's help is pretty decent these days, but there should still be lots more to answer.... Places like this are important, and communities should support them and use them more ! I much prefer dispensing advice and learning new things here over places like Discord... CBR -
Is this forum less active the last 1.5 year or is it just me?
HappyPolygon replied to HappyPolygon's topic in Discussions
This means we are doing a good job. 👍 -
Is this forum less active the last 1.5 year or is it just me?
Hrvoje replied to HappyPolygon's topic in Discussions
There seems to be more members but there is less posting. Seems most of the questions are already answered 🙂 -
How can I reconstruct this 3rd party .OBJ to open properly in C4D ?
HappyPolygon replied to HappyPolygon's topic in Python
If you import this object Frozen Altars Sky.zip with these options it will be imported with the appropriate Vertex Color Tag -
How can I reconstruct this 3rd party .OBJ to open properly in C4D ?
HappyPolygon replied to HappyPolygon's topic in Python
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 -
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 🙂
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How can I reconstruct this 3rd party .OBJ to open properly in C4D ?
bezo replied to HappyPolygon's topic in Python
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 -
HappyPolygon started following Is this forum less active the last 1.5 year or is it just me?
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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.
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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...
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CHENG WEI ZHI joined the community
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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
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🤔 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...
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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 ?