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Showing content with the highest reputation on 04/10/2021 in all areas

  1. You might want to add that one to your wireframe section of images in the topology album, or whatever it was called. It could be a really good resource for people trying to model a keyboard or something electronic with panels and details, using SDS. That's what piqued my interest in this model in particular (especially to see how you handled the diagonal parts intersecting with the horiz/vert topology).
    1 point
  2. 1 point
  3. I don't understand where MAXON is going. A lot of very basic things are not working, but instead of fixing it MAXON is presenting more advanced systems like nodes. And they don't work either. I doubt that Scene Nodes will change anything. What else to expect? Complete overhaul of rigging? Nah it won't happen. Integrated post-production with RedGiant plugins? Nope. Redshift integration? LoL. Painting, PBR, Sculpting? Nope, no and no again. "We are working on Core" so don't forget to buy another 1k license.
    1 point
  4. Awesome work mate, very inspiring. Dan
    1 point
  5. Not seeing a lot of character-specific stuff there; perhaps not even a jointed rig - I think that can be largely done with vertex map controlled soft body dynamics and posemorph / deformers on a sculpted mesh. I suspect they are using deformers on the hands and arms because they stretch in a way they wouldn't if properly jointed / weighted. Modelling-wise we'd probably want to start with a medium poly hexasphere, or ironed / subdivided cube and Matrix Extrude / Normal Scale will be how we get the wobbly tendril bits. You'd want to cut the mouth and eyes in fairly early on, maintaining all the even quads so it works with sculpting later. I think this is the sort of polygon density to aim for in your starting base mesh, which has enough detail to support the overall mouth and eye outlines, and the tendril bits... Spherize deformer very useful in early stages to keep overall shape nicely inflated as you add loops and move points. CBR
    1 point
  6. Super easy, barely an inconvenience.* You just need to create a little Python tag to store the previous values from both sources, then you compare the new values against the old ones and find what the current source of change was. Then you use that data as driver for the new previous values AND the target. Done! *cough* import c4d from c4d import utils def main(): global PrevObjRotH, PrevObjRotP, PrevObjRotB global PrevUDatRotH, PrevUDatRotP, PrevUDatRotB obj = op.GetObject() target = obj.GetNext() ObjRotH = obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] ObjRotP = obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Y] ObjRotB = obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Z] UDatRotH = obj[c4d.ID_USERDATA,1] UDatRotP = obj[c4d.ID_USERDATA,2] UDatRotB = obj[c4d.ID_USERDATA,3] if ObjRotH < 0.0: times = int(utils.RadToDeg(-ObjRotH)) // 360 ObjRotH = ObjRotH + utils.DegToRad(360.0 * (times+1)) print (times) if ObjRotH > utils.DegToRad(360.0): times = int(utils.RadToDeg(ObjRotH)) // 360 ObjRotH = ObjRotH - utils.DegToRad(360.0 * times) if ObjRotP < 0.0: times = int(utils.RadToDeg(-ObjRotP)) // 360 ObjRotP = ObjRotP + utils.DegToRad(360.0 * (times+1)) print (times) if ObjRotP > utils.DegToRad(360.0): times = int(utils.RadToDeg(ObjRotP)) // 360 ObjRotP = ObjRotP - utils.DegToRad(360.0 * times) if ObjRotB < 0.0: times = int(utils.RadToDeg(-ObjRotB)) // 360 ObjRotB = ObjRotB + utils.DegToRad(360.0 * (times+1)) print (times) if ObjRotB > utils.DegToRad(360.0): times = int(utils.RadToDeg(ObjRotB)) // 360 ObjRotB = ObjRotB - utils.DegToRad(360.0 * times) print (ObjRotH, ObjRotP, ObjRotB) print (UDatRotH, UDatRotP, UDatRotB) obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] = ObjRotH obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Y] = ObjRotP obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Z] = ObjRotB try: PrevObjRotH PrevObjRotP PrevObjRotB PrevUDatRotH PrevUDatRotP PrevUDatRotB except: print("Generating previous values") PrevObjRotH = 0.0 PrevObjRotP = 0.0 PrevObjRotB = 0.0 PrevUDatRotH = 0.0 PrevUDatRotP = 0.0 PrevUDatRotB = 0.0 if ObjRotH != PrevObjRotH or ObjRotP != PrevObjRotP or ObjRotB != PrevObjRotB: print("Null object has changed") obj[c4d.ID_USERDATA,1] = ObjRotH obj[c4d.ID_USERDATA,2] = ObjRotP obj[c4d.ID_USERDATA,3] = ObjRotB PrevObjRotH = ObjRotH PrevObjRotP = ObjRotP PrevObjRotB = ObjRotB PrevUDatRotH = ObjRotH PrevUDatRotP = ObjRotP PrevUDatRotB = ObjRotB elif UDatRotH != PrevUDatRotH or UDatRotP != PrevUDatRotP or UDatRotB != PrevUDatRotB: print("User data has changed") obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] = UDatRotH obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Y] = UDatRotP obj[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Z] = UDatRotB PrevObjRotH = UDatRotH PrevObjRotP = UDatRotP PrevObjRotB = UDatRotB PrevUDatRotH = UDatRotH PrevUDatRotP = UDatRotP PrevUDatRotB = UDatRotB target[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_X] = ObjRotH target[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Y] = ObjRotP target[c4d.ID_BASEOBJECT_REL_ROTATION,c4d.VECTOR_Z] = ObjRotB c4d.EventAdd() This tag uses a specific scene - tag is on the null, the null contains the user data too, the user data covers rotation HPB in elements 1,2,3, the target object is directly the next object. But you can, of course, use any other hierarchy for the source, I just went with the easiest. Okay, maybe not totally the easiest since the rotation has to map to a 0-360 range, but that's just a small bonus. * blatantly stolen from YouTube's ScreenRant TwinControl.c4d
    1 point
  7. Dude! This is exactly what I need. Engineers smarter then me will figure it out for real, we just need a visual to open the conversation and show our intension. I have never used pose morph - thank you for the methodology. I'll learn how to use it. I'll show you the research when I'm back in the office. It's a paper castle with multiple stacked stairs. Thanks for putting time and thought into this!
    1 point
  8. Yes, the FBX is working correctly on my end.. Dan, I cannot thank you enough for taking your time out to walk me and whomever else needs it, through this. There are definitely times where in" teaching myself" C4d that I've missed out on some of the fundamental things that are required to push this whole thing along. Although this is probably low level stuff for you it's invaluable for me to watch someone with knowledge clean up my hierarchy and deftly and simply explain the proper workflow for something like this.. Thank you so very much.. it really means a lot 🙏 -Adam
    1 point
  9. Yes CBR, R 18 has them. I did try using a frame range but when I tried to cache, my machine went mental. The scene is also mental (6000) frames. My machine would cache 6000 frames no problem but with a range it did not like that. Anyway, my scene has multiple cameras, that are morphs, single rotational cams and other animated cams too. Since writing my post I Decided to rearrange everything. I took the cameras from the end scene Frame (4200-6000), put them in a null. Went into the dope sheet and moved them to zero. Put a new stage in and now we are rendering. Happy Days! Many thanks for the solution CBR and I know I have to stay away from machine destroying projects. Think I will have to change my name to "The Mad Scotsman" LOL
    1 point
  10. Hi I think you may have done something wrong in the baking process. First download this FBX and tell me if that's animating correctly, then I will make a small video showing the process. Dan 1933610907_beachflyguy.fbx
    1 point
  11. I'd use a cloner in object mode directly onto a spline - then mess with the settings / spline interpolation settings to achieve the desired result. If you can provide more detail on your problem then maybe there is a more relevant solution.
    1 point
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