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Popular Content

Showing content with the highest reputation on 02/24/2021 in all areas

  1. A beginner tutorial series to teach you how to program in C++ while developing Plugins for Cinema 4D. These tutorials will allow you to create your own C++ Plugins for Cinema 4D R21, S22, R23 and higher. No previous Cinema 4D or C++ knowledge is required to follow this course. You will be shown everything you need to start developing your own plugins.
    2 points
  2. CV Object Manager has this feature : CV-Object Manager Tools [Video Tutorial Playlist] - Cineversity Training and Tools for Cinema 4D You can attach this switch to key. CV Object Manager ON OFF.wmv
    2 points
  3. I have created beginner tutorial series to teach you how to program in C++ while developing Plugins for Cinema 4D. These tutorials will allow you to create your own C++ Plugins for Cinema 4D R21, S22, R23 and higher. No previous Cinema 4D or C++ knowledge is required to follow this course. You will be shown everything you need to start developing your own plugins. Hope you all find it useful. Here is the YouTube playlist with all the videos: Cinema 4D Plugin Development - YouTube Cheers, Kent
    1 point
  4. Hi, One of my main things with 3D is using all types of simulations to get nice abstract artworks. While xparticles are there and cover that area in c4d, a solid cloth/soft body simulation tool doesnt exist. The controls we have and everything are great but.. performance is extremely poor. So i was wondering, when I can find plugins like this : https://3dtools.info/shop/uniflex4?fbclid=IwAR2z_TojC9kJNjQ7SHGDjWnUr3WYRTWWfK9AaLQ-ZjnoAraqm6t2GUZyw7I why MAXON doesnt do a native tooll ike this? This is a very old plugin btw, works really fast few versions now and no matter core of older versions, this is a legit solution without having to wait rewriting the whole software (for those who will argue about scene nodes etc). I am really expecting a lot more regarding dynamics in c4d, since its great power is mograph and should stay on top of this game. I know we aint getting something like this in R24.. But hope dies last 🙂 Cheers
    1 point
  5. @Cerbera Thank you very much for the answer, it helps me a lot, very detailed, and efficient, thanks to the gif I understood the process, you must have guessed I'm not a modeler, this is an old model found on Sketchfab, I mainly use Cinema 4D to make renders. You save me a lot of time, if there is anything I can do in return don't hesitate to ask me. Best regards. (Your technique works very well, but afterwards I did it manually with the "poly pen" tool to get something really clean.) It took me 2-3 min, but the result is perfect! It was really what I wanted 😉
    1 point
  6. What are you using to export to gltf? It doesn't look like gltf export is supported directly in R19. Latest version I have is R19.068.
    1 point
  7. Spent alot of time remodelling my old characters or improving them up to my current standards lately. Here's one I've been working on this morning. Fricking love cartoon animals, probably my favourite thing to model!
    1 point
  8. No, this model is a bit completely unsuitable for doing that operation to without rethinking it slightly. It is made of separate parts, but the part you need to bridge is too open be closed with a single planar surface as we can see if look at the wireframe... We can also see that the polygon density here is way too dense for further modelling operations to not be a lot of tedious work even for someone who is very experienced with the modelling toolset. If I had to do this I would retopologize that and use a sub-D workflow to be able to work with far less points (and no triangles) so i could close the hole with perfect quads. But seeing as your mesh is all horrible triangles, Sub D isn't going to work here anyway, so if you must proceed with this model then you need to build a framework on the main helmet part of the mesh so that close poly hole can work. In the example below I: 1. Ctrl-scaled in the edge loop I had 2. Used poly pen and regular ctrl-drag extrude on edges to create a contiguous frame I can fill... 3. which I can now do with close poly hole now it's working on a single mesh piece. That's a horrible ngon to be leaving there, so a proper modeller would go on to solve that mesh into quads (and would use a lot more segment in the frame bits he added), but I didn't have time to do that just for the example of it, and as it's a flat surface you shouldn't get render problems from even the sh1ttiest topology anyway... If you don't fancy that pretty much the only options left are boolean operations, either with boole tool or the Volume builder, neither of which is going to like this mesh, again because of the separate parts (which you'd have to union boole together first) and the fact that some (but not all) of these objects lack true physical thickness and are not contiguous surfaces which these generators need to work best or at all, which you would need to solve before you connected the pieces... CBR
    1 point
  9. I could add all 16 of them later tonight and totally fill up your home screen with all of them. @IgorIf that's what you would like me to do then just let me know.
    1 point
  10. I would have, but I don't see a way to add a group of videos that belong together. It looks like you can only add individual videos that would in no way be connected to each other.
    1 point
  11. There is great plugin NitroSolo – Nitro4d ( see included videos ) that is even better than layer system. Another one : Hide and Seek Plugin for Cinema 4D - The Pixel Lab
    1 point
  12. Have provided a new version which will run on Python 2.7 (R16 - R21) as well as Python 3.7 (R23). Not sure about S22. The new version also includes some shortcut scripts. This allows to write a script with a predefined "skip" value, and let you assign a shortcut key for that particular script.
    1 point
  13. There is a fundamental error in your question and survey. You only refer to a one-man creator. It is enough to have a small studio and four employees, and you need a floating license and the situation becomes completely different. Then the comparison becomes completely different: Maya: € 2,231.77 per year 3Ds Max: € 2,231.77 per year Houdini Core: € 1,685.00 per year Houdini FX: € 4,218.00 per year Cinema 4D: € 724.79 per year (compared to Maya and Max: - 67.5%, compared to Houdini Core: - 57%, compared to Houdini FX: - 82.8%!) Therefore, the price of Cinema for studios is very competitive. Even if you need to buy an X-Particle or other renderer. But of course, maybe for individual artists the price should be special with some limitations. The only thing I fear is that many people do not follow these restrictions. For example, 3D Max Indie allows you to participate only in projects up to $ 100,000, but freelancers with such licenses, although they do not earn such a qut, do 3D work for large large project clients and cause unfair competition.
    1 point
  14. In Customize Palettes, enable "Edit Palettes". Then double-click icons you want to delete.
    1 point
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