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Showing content with the highest reputation on 04/11/2017 in all areas

  1. Hi all, been pretty busy lately with everything but 3D but between stuff I found time to pick up an old (actually my first) sculpt I did of a Mass Effect character, one from the Salarian race. (This was that first sculpt lol http://nieuwus.deviantart.com/art/The-Salarian-Refugee-401857304) Since A new Mass Effect game came out weeks ago I decided to see what I could do with that old Sculptris sculpture and release my skills on it that I required since that first sculpt. So I took it into cinema 4D and did a retopo which you can see here. The head is done as well but I'll show that once it's finished. Today I started with the body armour which is pretty hard for me. It's only going to be the upper body so not a lot to do except adding details in Zbrush and take it into Substance Painter for texturing!
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  2. New udpdate And R15+ https://gumroad.com/products/nhxEC Fixed bug snapped object is in rotation point was set badly. @bentraje Don't really know what is PickWalk but I have made this plugin which is kind of pickWalk (but I can make some mistake I don't really know what is it ^^') http://frenchcinema4d.fr/showthread.php?80871-EasyNavigation
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  3. When generating rotation by a simple multiplication, say frames A and a multiplication factor of B (for degrees), the total rotation at any frame is rotation angle = A * B degrees (could be using time secs, but it's the same math) If B is constant, the total rotation increases linear with time (frames) ie at a constant speed. Say you were at 50 frames (A) with multiplication factor (B) of 10 degrees, the total rotation is A * B = 50 * 10 = 500 degrees at F51 A * B = 51 * 10 = 510 deg etc But if at F50, you try to slow down the rotation speed by dropping B to 9 degrees (B keyframed 10 at F50 and 9 at F51), the total rotation at F51 is A * B = 51 * 9 = 459 degrees so the object has gone backwards ! (this is your glitch) whereas my method of adding a smaller value in that frame, still goes forward. If I was generating rotation by adding 10 degrees per frame, the rotation is angle at F50 = 500 degrees then I lower the speed to 9 angle at F51 = 509 degrees angle at F52 = 518 degrees > still going forward, but slower Simplifying this using linear speed - if an object is at 100m and after 1 sec it is at 105m, its speed is 5 m/s ie 5 is the change in the existing value in one second. When the object is at 200m, 1 sec later (if still going at the same speed) it will be at 205m. The speed is the change per unit of time - the distance increases by the same amount ie 5m in 1s. With my 'addition method' of generating rotation speed, the time unit is 1F and I'm adding a set value every time unit - 1F or 1/30 sec. If I want to vary the speed by changing the amount added per frame, I'm adding to the existing rotation. If I add a smaller amount, the object goes a bit slower - not backwards. If I add the same amount every frame, it has constant speed, if I add a larger value every frame it goes faster. If I add zero - it stops. TLDR version > speed is the rate of change per unit of time. edit : see demo of linear speed by addition https://www.dropbox.com/s/7znmbmo7c0zu0y7/demospeed.c4d?dl=1
    1 point
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