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Popular Content

Showing content with the highest reputation on 01/30/2020 in all areas

  1. HI, Yes you discovered a conman problem across many of the 3D applications. If you look at your own wrist you will discover that the lower arm twist with the wrist. In Maya and Max there is a setup of three extra twist bones within the lower arm, There could be away to replicate it in c4d, but i haven't come across it yet. If i need extreme pose i usually incorporate the elbow's poll animation to get the hand in the right pose. I would like to hear from anyone that have a wrist twist bones solution. https://area.autodesk.com/tutorials/3ds-max-rigging-a-character-roll-bones-part-14/#
    2 points
  2. I know being a student with a tight budget can suck a bit when it comes to paying for help (I'm a student myself 🙂 ). But if you get the money for a Skype-session with Cerbera, do it :). Had a 2 hour Skype (ran into 3 actually) session yesterday and it helped me tremendously to see modelling in a new way. How to plan your modelling beforehand, how to get clean topology and great edge flow. I'm still a beginner and I'm going to model everyday from now on to get this handled (I feel your frustration learning this 🙂 ). Ok this seems like a big sales post, but it's not. Just wanted to say that if you get the cash, then book a learning session! Edit: I saw your image of the axe topology and before my session I would have told you that the topology looked alright. Now after, I could see a lot of small areas where problems could happen.
    2 points
  3. I like making ball machines, and I'm always looking for new ways to raise the balls to their start position. I saw a rack and pinion model in an engineering video where some teeth were missing, so used it in this scene. The cog is an animated collider object, rest is dynamics. There's a ghost collider that detects a ball at the top of the model and triggers some XPresso.
    1 point
  4. I don't have that material in my browser. I attached my scene file to my post above. Just re-link the material.
    1 point
  5. Yeah that's not the best titling I've ever seen, although it's not in my content browser (R21) 🙂 CBR
    1 point
  6. Yep, what he said 🙂 If the material is not transparent, or using alpha in some way, then light isn't going to get through it. TBH this material probably isn't ever going to work as you are expecting, because there is nothing in that is describing the leading you find in stained glass windows... I would expect an image that will work in this scenario to look much more like this, with hard black lines for the leading and mainly flat block colours everywhere else... ...whereas what you are using currently has broken glass type edges rather than leading, which is why I think it can't work as (I guess) you expect. CBR
    1 point
  7. @bryanfsmith Well, you're making it very difficult to get this look when your glass has no transparency. What I did what on your stained glass material, you can turn off Color and turn ON Transparency. Put your glass texture in this channel. The next major thing to change is the Shadow for your light. Set it to Raytraced (Hard). This will prevent the big light spot on the floor. For some reason, C4D has always had a bug if you use the Raytraced (Soft) setting. Light will always leak along the floor. One last thing. You have three spot lights to make sure to cover the entire shape. Since you're most likely mimicking sunlight, change your ONE light to Parallel Spot. This will cover the entire shape and give you straight light streaks, like the real sun. The only thing I don't like about this test, is the intensity of the color on the floor. When the light streaks are nice and bright, the image on the floor is very bright. But that's just me. Good luck. StainedGlass.c4d.zip
    1 point
  8. Yep, I am saving up cash for the lessons lol Wont be easy
    1 point
  9. Let's have the right version information in your profile pls... This should work, if the setup is correct. But alas, your C4D file doesn't include the textures, and we need them to fully understand your setup. Pls do a 'save with assets', zip the folder that creates and upload that so we get those too. CBR
    1 point
  10. If you want help you'll need to provide more information. We have no idea what you're doing, how you're doing it and what the problem is. Please attach a scene file.
    1 point
  11. Ok, i found this old tutorial that deals with this problem: https://www.youtube.com/watch?v=0pFYmW4USHE
    1 point
  12. There is no inbuilt function that would allow this. With python it should be possible to create a "push away" effect between clones and particles, but not hard collisions.
    1 point
  13. You could also use Sub Polygon Displacement with a gradient (just as Cerbera described) for that and mask the effect on areas you want or don't want to have it via Vertexmap. Advantage is you don't need very high poly topology while editing, disadvantage is rendertimes are higher depending on how much subdivision you add via SPD.
    1 point
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