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    HappyPolygon

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    keppn

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    Corebot

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    BoganTW

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Popular Content

Showing content with the highest reputation since 03/24/2024 in all areas

  1. Dear members We are happy to announce brand new Youtube channel with focus on C4D node system. In our research we realized that training content for nodes is very sparse and lacking in quality and depth. We already have two lessons available which will be part of ongoing series. Humble request from our side is that, even if you are not into nodes, please subscribe in order that the channel grows which will enable us to monetize it down the road. On longer timeline this can enable us to reduce the subscription period or even remove it alltogether and open up forum for many more artists. https://www.youtube.com/@CORE4D Thank you and enjoy the content! P.S. Any member willing to contribute to the channel is more than welcome - drop us a message : )
    12 points
  2. If we added everything from the start you would have to wait months more. We delivered what we think is a great release that is very usable. Additional features will come.
    9 points
  3. Hello. My first personal anim that I've actually had time to finish. 🙂 Very short, very simple. Started as a fun particles study. More info under the video on YT or my Behance. ( Behance) All the work done in C4D+RS. Xparticles for the web stuff. Comp in Fusion, edit, grade and sound in DaVinci. Oh and the model of the doors/frame modelled in c4d, textured in Quixel Mixer... That was a first. Good tool but for simple work. Aspect ratio 4:3 to frame it that exact way. Any other ratio just didn't work for me. Also i would have to create a lot more stuff of screen I'll drop few more anims in a while. just need to tidy them up. 'End credits' if you can call it like that was my first ever attempt on more creative title/text creation. Designing that kind of stuff is not my thing. Same goes for sounds fx. But i did enjoy creating both I would love to hear some thoughts about it. I know there isn't much too it but feedback is always useful. Thank for watching. Quick breakdowns: The splitting/ghosting effect was a 'creative' fix for a mismatching renders... It was easier than to rerender. And it adds a bit to the story.
    6 points
  4. The OM is arguably one of Cinema's greatest strengths, and its userbase are rather attached to it, not to mention, used to it, so I think it makes sense to introduce such a powerful new system via an innately familiar interface, and using its workflows and structures. I like having all the particle stuff there in the OM where I can always see it and (mostly) what it is doing without having extra windows floating about. That's not to say I couldn't also see it working in a nodal context, but I have to say I kinda like it where it is... CBR
    6 points
  5. It is true that you can't drive the creation of particles with map, shader or noise yet. But there are two workarounds. You can either drive a polygon selection with map/shaders/noise and use that to restrict the emission, or you can emit evenly and instantly kill particles based on a map/shader/noise. Here is an example. The shader field drives a vertex color tag which is then used to set the particle colors on emission. Particles are emitted into a first group where there color is checked. If the it is below a certain value the particle is killed right away, if not it is moved to a permanent group where it will happily continue it's particle life. In case you wondering where the animation is coming from, that's set in the Shader Field with the remapping graph to cycle through different grey values of the texture. This is not the most efficient way as the buffers need to be cleaned up more frequently than needed, but you can achieve the intended effect. kill_by_map.c4d
    5 points
  6. Today I was fooling around in the new release and the possibilites are certainly mind-boggling. Here's a particle stream that drives a volume builder which is displaced at rendertime for super-fine detail. Nothing special, but it was super-fun to make... and it plays in the viewport in the 20-30 fps range, which is very fine 🙂
    5 points
  7. My guesses and expectations for the new particles: Good performance Properly embedded in the new universal simulation system Somewhat basic feature set at launch, but deepened in the next releases Natural behaviour (I hope for good presets/starting points) Easy, intuitive UI As for x-particles - in hindsight, it makes a lot of sense that they broadened their portfolio with Terraform, Taiao, Cycles, Meshtools, etc. Perhaps they knew or anticipated this move by Maxon. Yeah, well, it's quite obvious actually, as particles are so immensely useful. in comparison to my expectations above, i think of x-particles: Performance is mediocre at best, even with the GPU-Nexus-Acceleration It's somewhat isolated in C4D, interactivity is possible, but it often requires jumping through extra hoops It's packed with features, to the point where it's all too much. I kept learning and forgetting stuff at the same pace 😕. I guess it will take some years until C4D's new particles fully replace x-particles. But maybe it's a lot faster with a fresh new concept. We'll see soon 🙂 In my experience, it's a lot of work to make things behave natural. Just some rain with turbulence? It never feels quite right, I feel like I always have to fight that damn thing Watching Bob Walmsley's great tutorials make it look easy, but I keep getting lost in the tabs and sub-tabs of this plugin. It doesn't help that there is no translation for my native language available, which sucks at this price.
    5 points
  8. It really isn't a port of any kind, it is a new development from the ground up and any similarities to TP are simply due to it being a particle system as well.
    5 points
  9. Btw, if the drone blades are moving all the time, you can perhaps fake it completely and save a ton of rendertime. Render 1 still from top with good motionblur settings, use that image as a texture on a disc and rotate the textured disc slowly. Depending on distance and camera, you can get away with it 🙂
    4 points
  10. I only watched Chris‘ video about particles so far... my first impression is really good! It's elegantly designed: a limited set of building blocks, but with endless possibilities. I love the shared use of forces, fields, vertex maps, it's so powerful and versatile. And I applaud the simple, visual setup in the object manager. Very well done! 🙂
    4 points
  11. It's a wonderful release, adding a boatload of functionality to simulation and a solid first step to bringing our particles up to date, and fully integrated with other simulation components - as Chris was at pains to point out the possibilities now are mind-boggling ! I think a lot of people will be very happy with this release, except possibly the guys who make X-Particles; it will be interesting to see where they pivot next. Of course all the attention is rightly focused mainly on the particles, but I was pleased that there have been good updates in other areas, a few of my own suggestions have been added to modelling functionality, and RS got a lot of love and improvements, not least being the toon shader stuff. The new Connectors functionality and workflows are so much easier to work with than the old system, so that is very welcome too. So all in all, I am loving this release... CBR
    4 points
  12. https://www.creativebloq.com/news/maxon-updates
    4 points
  13. FFS, read what I said. I said that I didn't see the need for Maxon to focus on developing one themselves, and it's not high on the list of stuff Maxon needs to tidy up in C4D, as there are so many areas of C4D that have been left in the cupboard for years. We all know what they are. So I don't think Maxon needs to develop their own real-time renderer like Unreal has. There's a perfectly good real-time renderer available to everyone which I gather is getting a lot of traction and use in the film industry. It's called Unreal Engine and Maxon have a whole page up mentioning how they're continuing to improve C4D's integration with it. https://www.maxon.net/en/cinema-4d/features/unreal-integration I think I'd rather Maxon keep developing C4D, and also keep improving their integration with Unreal Engine, rather than spending their development resources trying to create a separate real-time renderer that competes with Unreal Engine. If I get really keen on real time rendering I'll probably (a) make sure I have a rig that can handle Unreal Engine, and then (b) spend time learning Unreal Engine, plus whatever integration methods work best with C4D (after I resub) rather than waiting around hoping that Maxon will develop their own real-time renderer designed to compete with whatever the Unreal Engine development budget has come up with. Unreal Engine is great and it will keep getting greater in 2025, 2026 and 2027. Meanwhile C4D's character rigging could use improvement, C4D can't do fluids yet, and C4D's Bodypaint is older than some of the women I see in Melbourne pushing around kids in baby strollers. So I think Maxon should probably sort a few of those issues out first before they try to develop a brand new real-time renderer designed to compete with Unreal Engine's place in the film production market.
    3 points
  14. the problem with real time rendering is that it will never match what unreal engine does. not because c4d isnt capable of doing such thing, it’s just that DCCs arent built the way game engines are built. the reason why unreal engine is so fast is because of the amount of viewport optimizatios it does to get rendering at that speed. these optimizations wouldnt work for a DCC, where accurate data is needed. for example, unreal, just like almost every other game engine of old, does insane amounts of LOD optimizations, eliminating alot of geometry data for performance gains. mesh shading is another use of this… combine with a bunch of other optimizations in the viewport and other areas, unreal can get those speeds. but these types of optimizations dont work well for any DCC because loss of data is not a good thing for a program where data is needed to operate on for modeling/animation/simulations. game engines are always built to look ‘good enough’. DCCs are built to look accurate. therefore, c4d cant truly compete with the real time market. its not its purpose and a market thats not really needed imo… techincally, if maxon wanted, they could make c4d into unreal more than any other DCC. it has directx12. and directx12 supports mesh shading… c4d also has multi instancing, which unreal uses a similar tech to make high geo environments… the tech is there, but the purpose is not…
    3 points
  15. dear members, we now have 7 videos on Youtube channel! Hop over and subscribe even if you are not into nodes, it will help the channel grow which will help us make more quality content, thank you!
    3 points
  16. That can be done with a shader field in the vertex color tag. No need for Scene Nodes. But: You can do some cool scene node setups when it comes to scattering initial spawn locations for the particles and crafting your own velocities and such.
    3 points
  17. You can create a Vertex Color Tag from a texture using scene nodes. The Vertex Color Tag can then be used to control particles in whatever way you want. Image 2 Vertex Colors_0003.c4d It's quicker if you can do without UVs though Position 2 Vertex Colors 01.c4d
    3 points
  18. I wonder how many of the new particle features were inspired from my suggestions to Maxon... But watching so many long-expected mechanics to finally get implemented can only make my eyes water...
    3 points
  19. Ah, finally found it, had to offset the hand and position it a bit better, zero out everything and use the mirror tool. Don't forget to turn of skinning and resetting binding pose for the clone. It all works now.
    3 points
  20. Maxon just like Autodesk (mudbox and sculpting beta inside Maya) conceded defeat of specific feature sets to outside devs like Substance Painter, Mari, Zbrush and 3D Coat who had better performance and a growing user base. Blender is the only developer actively pushing sculpting and texture painting in its app and from what I've seen many pros people still prefer Zbrush and Painter. The difference is, Blender isn't beholden to shareholders or worried about trying to turn a profit so it can keep developing toolsets that people may not even use, like their editor.
    3 points
  21. While that's certainly true for the old stuff, they continually improved new tech over the last releases. Like Fields, Nodes, Universal Simulation, Pyro...
    3 points
  22. Maxon does not have a good track record of continuing the development of any new feature of C4D. So whatever we get in the new version will probably be what we will have for the next 10 or 20 years. See Sculpting, BodyPaint3D, Xpresso, etc...
    3 points
  23. Here is a nice setup I spent too much time on - Lorenz attractor! There is some fancy math inside and controls are available. If you want more performance turn the capsule into spline one without geometry and vertex color generation 210_Lorenz.c4d
    3 points
  24. AHA ! I knew I could crack your NDA with erroneous unfounded assumptions ! (kidding) There you have it people, it's a new shiny system 😆
    3 points
  25. This helper plugin will display mesh dimensional data. It works in point, edge and polygon mode and displays individual lengths in point and edge mode, with total length. In polygon mode it displays area and total area of all selected polygons. Point mode Two or more points are selected and the length between them is displayed Alternatively, selecting points which are not connected will provide you with distance between them without using mesh itself, just a shortest line between the tow. In edge mode it calculates edge lengths In polygon mode is calculates area There are additional controls to choose custom colors and transform the resulting dimensions To install simply import it into content browser https://www.core4d.com/ipb/store/product/47-dimensions/ Requirements: Cinema version 2024+ is required
    2 points
  26. Try these custom shutter settings, those smooth everything out quite well:
    2 points
  27. Regarding Consistency in animation: Here's a test animation using Redshift's new Volume Displacement to add fine detail to a procedural cloud made with C4D's Volume Builder. I'm quite pleased with the outcome! I uploaded the project file here, so you can play around with different noises, etc: 1309818867_ProzeduraleVolume-Builder-WolkemitRS-Volume-Displacement_LY01.mp4
    2 points
  28. Ok, for anyone else using Octane, I discovered it works only if you select Render Instances in the Cloner settings as follows:
    2 points
  29. Actually they meant to add real sculpting features from Mudbox into Maya but the project was too complex with the DAG. there is even old videos floating around about a tech proof of concept. It was never even put in beta before they dropped it.. subsequently dropping Mudbox development too a couple years after that.
    2 points
  30. Yeah. No offence but Tbh a real-time renderer is the last thing I'm personally thinking of when I consider the fat list of stuff Maxon need to fix, tidy up, add or redo with C4D to sort out the years of inattention certain areas of the program have suffered from. But they're clearly on the way finally.
    2 points
  31. I didn't even began to try breaking the next NDA and you've already spilled the beans ! (kidding) Liquid sims for September's release everyone !!! hahhaahahaahahaha ok, enough... Personally I'm good without the liquid sims because with particles and volume displacement I can now fake visualizations like these:
    2 points
  32. *cough* liquid sim ?? That's one big area we are still 'missing'... CBR
    2 points
  33. This is an awesome release and I'll be re-subbing after the September release comes out.
    2 points
  34. This latest Particle addition is a welcomed update. Pretty sure Maxon have probably been working on this for a while , I applaud them for their persistent and hard work. The particle capabilities are very thorough. Though after watching Chris Schmidt's 4hr preview, I noticed a few important aspects were 'missing' so to speak. Maybe I missed them or maybe the functionality is there but not as obvious as it is in X-particles for example. One aspect was the ability to emit from a texture, this is something I'd imagine is easy to implement and also something I use a lot. Very surprised this functionality isn't there from the start. Secondly was the ability for particles to follow a 'flow path'. I'm amazed this wasn't included and I do hope that this functionality will be available in a recent update. While I will use the new particle system wherever I can, I don't think I'll give up on X-particles just yet unfortunately.
    2 points
  35. just finished watching the 4 hour vid by chris. just amazing! congratulations devs and thank you for this amazing release! keep it up maxon!
    2 points
  36. Really cool release, with lots of goof stuff! EDIT - Holy S***, this release is even chunkier than usual. Hats off to the devs, they've done a great job with this one. RocketLasso is doing a live stream with some Maxon folk (probably Rick?) later today.
    2 points
  37. That looks like a splendid release! Particles! Volumes! Toon Shader! I hope Chris Schmidt will make another one of his in-depth-videos for this one.
    2 points
  38. You're not wrong at all, but over the past decade or so(!) there may have been an air of 'why bother beefing this bit up more, it's all on the old core and we'll only have to re-do it again in six or seven years anyway." Now that the new core is finally (?) here, that excuse can go in the bin and they can spend more time mucking around polishing stuff. At its most dramatic, this analogy may explain why Bodypaint was left sitting on a park bench, gathering dust and slowly earning its own entry in Ripley's Believe It or Not.
    2 points
  39. This post is a list to contain all plugins I've encountered across the web. I will be updating this post regularly so keep visiting it every month or so... I will only provide links to the plugins/scripts, not the plugins/scripts themselves unless the author gives permission. You can p.m. me to add things to make the list grow faster. Scripts : Gabriel Smetzer Callout Rig Bounding Box Vidar Nelson Fake Diffusion Limited Aggregation Effector (R16-R19, Read comment for R20-2023) Lightning Generator (R19-2023) Frank Willeke/fwilleke80/C4D-Jack Oscillator FlockModifier TrainDriver 1.2.1 (R20 - R23) PointProjector 1.4.4 (R20-R23) SplineDataVisualizer (R20) GearBuilder (R16,R18) SceneDocumentor (R16) CanStack (R18) RotaryKnob CustomGUI (R18) SwitchObject (R18) Sidewalk (R18) Maksim Bitiukov Ihor Dmytrenko Quick Copy Paste (R24-Present) iDTools (R22-Present) Free Plugins : fwilleke80 PointProjector(R20) SwitchObject (R18) RotaryKnob 0.4 (R18) SplineDataVisualizer (R18) Oscillator (R23, S24) SceneDocumentor(18) GearBuilder (R16) TrainDriver(R20 - R23) FlockModifier(R23,S24) Valkaari Py-Timer (R12-R13) Easy Light (R13-R16) hot4D (R14-R21) Spider Web (R15-R18) Uniform Resizer (R16-R21) Safina NES EMULATION Torus Knot (R20-2024) L - OBJECT (R20-2024) SELECTIONS TO OBJECTS (R20) OBJECT SWITCHER (R21-2023) RANDOM COLOR (R20-R23) ZARABIC (R14-R23) FLAPPYBIRD (R19-R21) SNAKE (R19-R21) SPACE SHOOTER (R19-R21) TETRIS (R19-R21) Lasse Clausen Import Adobe Color CC Swatches (R18) PickFocusDistance (R18) Toggle Deformer, Effectors & Forces (R18) Instance Renamer (R18) C4D_Renamer-Pack (R18) Add Null to Selection (R18) Group Objects / PSR-Zero (R18) Transfer all Objects to last selected (R18) A_Simple-Spline (R18) Delete All Tracks (R18) Toggle Visibility of selected Objects (R18) Welters Site All are compatible up to R25 with Insidiums' Bridge UVtoObject CopyPastePolys Smooth Point Collapse Tool Transform Duplicate Object Noise Deformer SplineConnector SplineNoiseDeformer UV Deformer Atmosphere Shader Cellular Shader Extended Starfield ThingsOnSurface Shader Time Shift Simple Colormap Vidar Nelson Color4D (R15) Softbox shader (R14) Ola Sikström Ocean Wave Effector (R13) Microbion About Object (R19 - R2023, S22 not compatible) ArrowMaker (R19 - R2023, S22 not compatible) ChemLoader (R26, 2023) LightShade (R23 - R2023, S22 not compatible) Mirror, Mirror (R14-2023, S22 not compatible) Nudge-It (R19 - R2023, S22 not compatible) Plotter3D (R23-2023) Quick Render (R16-2023, S22 not compatible) sIBL Loader (R26, 2023) AutoRename (R14-R19) DarkTree simbiont (R14-R21) Insydium INSYDIUM Bridge (R20-S26) Cactus Dan's CD Tools (R14-S24) Curious Animal Cluster Effector (R15-R21) Difference Map (R15-R21) Super Source Falloff (R15-R19) Boole Falloff (R15-R19) Noise Falloff (R15-R19) Grid (R14-R19) Membrane Deformer (R15-R21) Rebend (R15-R21) Motion Stretch (R15-R21) Seam (R15-R21) Expand (R15-R21) Poly Edge Spline (R15-R21) Populate (R15-R21) Shadow Falloff (R15-R19) Spline Faoff (R15-R19) Snap Deformer (R15-R21) Impact (R15-R19) Sphere Wrap (R15-R19) Scroll Roll (R15-R19) Twirl deformer (R15-R19) Velocity Effector (R15-R21) Robert Hitzer InstanceMan (R18-2023) Eggtion egg object . 2.1(R20-Present) AL'EM . py 1.2 (R20-Present) roll it (R20-Present) Code Vonc Selections (R22-R23) Utils Deform (R22-R23) Tools (R22-R23) SVG Import (R22-S24) Proc3Durale (R18-R25) Point deformer (R20-Present) Gélatine (S22-R25) Spline Guide (S22-R25) Subdivision inverse (S22-R25) Aturtur CAMERA FRUSTUM OBJECT (R21-2023) SHOW INDICES GENERATOR (R21-2023) MIRROR GENERATOR (R21-2023) WIRES GENERATOR (R21-2023) RANDOM INDEX EFFECTOR (R21-2023) TEXT ANIMATOR (R21-2023) NODE TOOLS (R21-2023) COLOR DELAY EFFECTOR (R21-2023) SEPARATOR NULL (R21-2023) SELECTOR FIELD (R21, 2023) ALIGN OBJECT TO PLA POLYGON (R21-2023) AUTO ADD EFFECTORS TO GENERATOR (R21-2023) CINEMA 4D LOG VIEWER (BETA) MOGRAPH TO SPLINE DATA (2023) FIXED RANDOM PSR EFFECTOR (2023) QUANTIZE PSR EFFECTOR (2023) Master Slider 2 (2023) CUSTOM COLOR EFFECTOR (2023) FADE CLONES EFFECTOR (2023) INHERITANCE PYTHON TAG (2023) ZERO SCALE FIX EFFECTOR (2023) MIX GRADIENTS (2023) CINEMA 4D SPLINES TO AFTER EFFECTS MASKS (R19-R20) CONNECT X-PARTICLES EMITTERS (2023) TURBULENCE FD DIRECTION TOOL (2023) DELETE EFFECTOR (2023) COLORISE PLUG-IN (R20-2023) PILE UP EFFECTOR (2023) TAKE CONTROL EFFECTOR (2023) IMPORT AND PLAY OBJ SEQUENCES (2023) FOLDERLINK (2023) DISTRIBUTED SLICES WITH VORONOI FRACTURE (R23) DATA FROM PROCESSING TO CINEMA 4D (R21) BPM IN XPRESSO (R19) VERTEX MAPS AND PYTHON TAG (R19) DATA FROM MOGRAPH TO X-PARTICLES (2023) CONNECT SPHERES (2023) SOUNDFLOP – A MISSING PIECE OF THE SOUND EFFECTOR (2023) CLONE OFFSET WITH A PYTHON EFFECTOR (2023) X-PARTICLES COLORS TO OCTANE RENDER (2023) TURBULENCEFD (2023) Aturtur's Cinema 4D Scripts (R25-Present) kaktak Drop To Floor (R25-Present) Chain Effector (R25-Present) Organic Effector (R25-Present) MoTracer (R20-Present) Kengo Ito Motion Manager for Cinema 4D (S24-Present) mikeudin Advanced Instance (R12-R25) Duplicate with Materials (R12-2023) FastPinNulls (R16-R23) Images To Planes Importer (R16-R23) Import Colors Script (R20-R24) Merge Objects Script (R12-R21) Multi Spline Mask (R14-R21) Open Folder (R12-R23) Sequence tracks (R12-R20) Shuffler (R12-R23) Spline Flow (R12-R25) Step Offset (R12-R23) Commercial Plugins : Insydium X-Particles (R19-Present) NeXus (R19-Present) Taiao (R19-Present) TerraformFX (R19-Present) MeshTools (R19-Present) Cycles 4D (R19-Present) Code Vonc UV Projector (S22-R25) Unfolder (S22-R25) Alvéole (S22-R25) Influence Point (S22-R25) TexTerrain (S22-R25) kaktak CopyPoints (R25-Present) Legacy Bundle (R21-2023) MoConnections (R20-R26) Kengo Ito Gemgen (R23-2023) Matthäus Niedoba Spline from Edge (R19-Present) Spline Outline (R19-Present) Spline Chamfer (R19-Present) Selection to Object (R19-Present) Aturtur HAWKEYE (R25-2023) Redshift Proxy Exporter (R21-2023.2) VARIABLE TOKENS (R21-2023) florenoir Building Generator (R24-2023) CityBuilder Pro (R21) CameraRIG (R21-2023) RetroRIG 1.0 (R21-2023) CITY RIG 1.9 (2023) MANTIS (R20) mikeudin File Sequence Exporter (R17-2023) Batch Processor (R18-2023) Custom Buttons (R17-2023) PolyDivider (R20-R25) Target 4D (R17-2023) UV Colorizer (R14-S26) Terrain Builder (R17-S26) Fast Spline Connector (R17-2023) Flash Buffer (R17-S26) TakeMatPass (R17-2023) Valkaari Delta Mush (R20-R21) Prizrak_KD Terrain Builder Cinema 3 (R23-2023) 3dtools / Merk Plugins TILE-PRO GEO|Projector Spline|UV Mapper Rhino.IO Tile3d Soft|Patch v2.0 C4D Material Filter SnapShot INTERIOR|Mapper Topoformer 2.0 TopoFormer 1.1 (R15-R22) Trypogen 2.0 (R23-2023) Respline 1.3 (R23-2023) Poly Greeble 1.3 (R15-2023) Topowire 1.3 Toporizer 1.4 (R19-2023) Symex 1.3 (R15-2023) Snap To Floor 1.5 (R15-2023) Line Object 1.5 (R15-2023) Snowgen 1.0 (R20-2023) Trypo Lite Paracloth Cosmegen Differential Growth Fractal Polypedia RedShift OSL: RedshiftOSLShaders
    2 points
  40. thanks geoblob We found the culrpit in software we use. Audio is much louder now, yet the intro sound got boosted as well. Next video will have all leveled properly : )
    2 points
  41. https://x.com/MaxonVFX/status/1775232003094253643?s=20
    2 points
  42. It's not my area of specialisation, but I watch developments with interest. I think most people still consider Maya the ultimate for rigging, but I don't think Cinema is doing too badly in that department either. We recently improved quite a lot about weights and symmetry workflows, and before that Character Object and C-Motion were good leaps forward in setting up these things quite quickly without a great deal of in-depth knowledge... I found Noseman's recent 4 hour rigging series on the Maxon training team's YT channel particularly helpful in understanding all the rigging basics and possibilities open to us, so maybe it would help you catch up too... Or for even more detail, and a better focus on character rather than than machine riggings, there was this excellent (and exhaustively thorough) series that preceded it. CBR
    2 points
  43. Someone get the Maxon guys drunk immediately, if one of them is spilling the beans, it shouldn't be hard to get the others to crack. Something new is coming and it's got particles in it somewhere! Hang on, I think we figured this out a couple of pages ago.
    2 points
  44. Aturtur's Cinema 4D Scripts https://github.com/aturtur/cinema4d-scripts Kaktak https://kaktak.gumroad.com/ Rocket Lasso https://rocketlasso.gumroad.com/ Kengo Ito https://kengoito1110.gumroad.com/ Plugins 4D https://plugins4d.gumroad.com/ Maxsim Bitiukov https://mbitiukov.gumroad.com/ Matthaus Niedoba https://matniedoba.gumroad.com/ Ihor Dmytrenko https://ihordmytrenko.gumroad.com/
    2 points
  45. I found the solution with a little help from GPT-4 and some experimenting. Here is the solution for anyone searching for it in the future: An Xpresso setup that takes the rotation of a Null -> Dividing by 3 -> Floor-Formula -> Multiplying by 3 -> Output to the rotation of my Second_Hand
    2 points
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