Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/01/2022 in all areas

  1. 1. Select the object to position at the currently focused Viewport's center. 2. (Option a - recommended). Press Shift-C to open the Commander. Type View Center into the Commander's edit box, followed by the Enter key, in order to execute the command. The following image depicts what should be displayed in the Commander right before you press the Enter key to execute: or (Option b - for Cinema 4D beginners). From the Cinema 4D Main Menu, use the Tools -> Axis -> View Center command to perform the desired operation: The resulting outcome of the above steps is that your object should get repositioned to the currently focused Viewport's center. More precisely, it is the axis of your object that will be used to position it at said center. If your object's axis happens to lie in the middle of the object (i.e., the middle of its points), which is true for many, but not all objects, then your object itself should be positioned at the current viewport's center. If not, you may need to either adjust the object's axis independently of its points or vice versa, which is a separate question/topic (helpful tip: with the object selected in Model mode, use either the Center Axis to or the Center Object to command, respectively. Use the image above to assist you in finding these commands on the menu, if you have trouble locating them). Then reposition the (axis adjusted) object once again at the view center using the aforementioned steps or further manually tweak its position to your heart's content. Additional note: The View Center command does not change the object's rotation or scale. It is only useful for altering an object's position (assuming that the object is not already at the view center). Primarily, this command is used to bring a "run away object," as is often the case upon initial object creation (but also after pasting from a different scene, as is the case for your particular scenario), to the center of the Viewport, making both it and its axis tool visible. This makes it easier to further refine the object's position within the confines of the vantage point offered by the currently focused Viewport. I am hopeful that the detailed answer I've provided above is "idiot proof."
    1 point
  2. For the last bit try enter model mode, select all objects, enable axis tool and then zero the rotations in the coordinates manager. Thereafter all the objects should have the same rotation provided they aren't children of different objects.
    1 point
  3. Well, I revived one of your old projects: reflect_line_update.c4d
    1 point
  4. Dwelling on the upside of this thread rather than the bumpy last few pages, I like the topic, the stuff re-tweeted by Dave, and the examples others have posted. With Dynamics getting lots of love I see tons of room for cool things to happen if pyro, particles, and volumetric fog gets a look in at C4D as well. Very fun and cool.
    1 point
  5. Trust me, I know exactly who made the tech and how it was made 🙂 I also didn't need to run down the hall to check. I also know how to credit work done. But feel free to keep guessing.
    1 point
  6. Still very much in my golfing modeller's cave, this time I'm back with some golf ball action - always an interesting challenge to get precisely the right dimpling layout, look and UV, and in this case to design an informative story around the various layers used in its design. Models by me, rendering / music: Kane Cochran for Rooted Solutions / Octane The secret to golf ball modelling is to lay it out as 20 equilateral triangle patches that combine to form an Icosa Platonic, which is then spherized to produce the overall topology. This gives us 12 x 5-point poles and 300 slightly complex 6-pointers, something that I would not normally allow in SDS modelling, but for tiling reasons our topology requires, and the deformation in the dimples is so slight, it is unproblematic in render. UV-wise, those tri patches are then laid out so that the 3 logos that appear on the ball are lined up over the centre of the UV with nothing over the seam lines. As you can imagine, S26s new Fit circle tool was essential to this build, and saved me having to to do points to circle 362 times, instead handling them in a single move (great job Luca / Maxon)...so that was nice. And more so to be able to do it with ALL the quads 😉 This layout also met a further criteria which was that it should be able to be bisected (for cutaways) without boolean operations, and indeed there is just 1 contiguous loop that does exactly that in this pattern. With a 4 x 4 patch like this we get 362 dimples, and with a 5 x 5 we get 490. I had to make both variations for this client, as well as a set and models for a brief advertising spot showing the development history of the golf ball... all good fun, unusually mathematical challenge, and nice to get a break from golf clubs ! CBR
    1 point
  7. You are on a roll Please find attached a capsule version attached. I did a very slight modifications regarding iterations, but the original setup was absolutely valid. sn_220425_001.c4d
    1 point
×
×
  • Create New...