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Cerbera

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Everything posted by Cerbera

  1. Deleting a point that is required by a polygon to complete it I would guess... You could use ctrl + slide instead, which merges a point with the one you drag it towards, or Weld or Stitch n Sew (target weld in points mode), which would achieve the same result. CBR
  2. Well, the Volume Builder is like a Boolean on speed, so there have been improvements there, but nothing specifically for making holes. And of course people make holes in many different ways, and often the way required is very project/topology-specific so any plugin would struggle to be cutting holes in the correct way for each application. Personally I don't see the need for a plugin - making holes is such a basic, quick, easy thing to do with the existing poly tools - it's usually 2 cuts and a bevel (no cleanup required), which takes me around 5 seconds a time... Of course there are plugins like Points-to-Circle, which can help in related ways but I don't think I've ever seen a plugin that just does holes. CBR
  3. No that's not strange, it's standard behaviour for a physics engine. That is why we have a Dynamic Scale setting in Project / Dynamics. - it allows us to tell the system what sort of sizes it's dealing with. by default it is set to 100 cm, which makes sense because most primitive objects arrive at around that size. CBR
  4. No, having checked again, that is correct behaviour, but I still don't know why your spline is disappearing. I guess this is one for support. CBR
  5. That is really odd - never seen that behaviour before. You wouldn't normally draw a spline in Points mode, but that shouldn't stop it working AFAIK. While you are drawing the spline do you have anything else selected in the Object manager ? Also just checking you tried a machine restart... CBR
  6. Well there's 100+ factors that can influence this, so we'll be needing a scene file that demonstrates the problem to know where to start... CBR
  7. OK. That is definitely not what that tool should do, and I can't think of any circumstances that would lead to that behaviour. But as it is working perfectly for me in R21 (so not replicable) and I know nothing about your system, I am not sure what to suggest other than submitting a support ticket to MAXON... but for what it's worth I don't recall seeing this problem ever before on the cafe, so I'd guess it is something system-specific. It would be most helpful to both us and support if you made a video showing the problem in some detail. CBR
  8. Are you using 20.59 ? If so please update your profile accordingly. If not, update to that, and try it again. CBR
  9. Yes. In the Coordinates Manager (default Mode Obj Abs) values are absolute, so if you want an object to be at 90 degrees on P (in relation to its parent object if it has one, or to World Space if it doesn't) then you'd type 90 in the P Rotation Field, and that is what its angle would become.... That same manager should be showing you what angle it is at now like in the example below. The plane is rotated 45 degrees on B and that is exactly what the Coordinates manager reports.... CBR
  10. Yep - you picked the perfect category for this question 🙂 I'd put all the pages that need to be above the bookmark in a group Null with an FFD deformer, and then use that to warp them around the bookmark. Make sure the pages have enough segmentation to deform properly. This sort of thing... CBR
  11. You're welcome. NME's are edges that that have more than 2 surfaces connected to them. The ones in your model are highlighted red below, and are caused by the 2 polys inside them, which shouldn't be there. CBR
  12. If you start the larger tube with 96 segments for example, we can fit that small detail in much more nicely with none disturbance to curvature... CBR
  13. Please update your profile to the correct version - Prime doesn't even have soft bodies ! This should also be in the Redshift Category, as only people who have that can help you. CBR
  14. Like this ? Dissolved the 2 loops you mentioned, redirected edge flow around the back of the object... BTW you have several modelling errors in that mesh. There are incorrect Normals, and non-manifold edges. Of course even the 2 outer loops here will affect your circularity of the larger form because there is not sufficient geometry here to establish your curvature. Therefore you must either adjust those 2 loops so that they conform to the larger curvature of the form, OR don't extrude the top bit until you have applied 1 or 2 levels of subdivsion to the mesh, which would establish the curvature to the point where your extrusion wouldn't affect it and there would already be sufficient geo to not require any additional loops.. CBR
  15. You need the coordinates manager, just under the main viewport, where you can enter numerical values, and hit Apply. Or you could do Shift+C, find Reset PSR and do that instead...
  16. I will reiterate Dan's first point above - The Character Builder is exactly the tool you need - it is easy character animation for beginners. As actual character animation is one of the hardest things to do in 3D those skills are best left until last, but the Character tools very effectively bridge the gap. I'd start with all the C4D cafe tutorials on our Youtube Channel for that. They're in the Animation playlist. CBR
  17. Please update your profile to the correct version. You seem to be trying to use fields with this, which has confused me because you should surely be using the joint weighting system instead of actual falloffs, right ? CBR
  18. Oh I see what you're aiming for ! Well, the sharpness of that logo is defined by 2 factors - the amount of subdivisions in the object (or its parent generator) before you take a copy for sculpting, and the resolution of that logo file. I did notice the latter of those was a bit low-fi, but if you were happy with it in your original, presumably the problem must be the former ! In that original file you had 4 levels of Subdivision in the SPD of the displacement channel added to the 3 in the SDS object, giving 7 total, so make sure the render value in your SDS is also 7 if you want to match that, which you could to do either with 2 SDS objects, as the maximum level in each is 6 I think, or you could smooth subdivide the base geo 1 time, then just use a single SDS. I would have to say that (like horcruxes!) 7 is a hell of a lot so if you can do it with less I would. It's displacing less distance than your original because I had to change the displacement mode to inner / outer to avoid some render artefacts, so you can compensate by doubling the displacer depth to 10. As for how you get the flat bit I think I would try adding that to the logo psd by making a new layer behind it filled with a square of blurry 30% grey, and then using folders back in Cinema to make a compound mask. CBR
  19. Mesh Checker is Under the Modelling Menu in Attributes. HUD items are in View Menu / HUD.... and, sure, here's my file... Fan CBR.c4d CBR
  20. There are some modelling mistakes in that, which are interfering with your plans. Turn on Mesh checker to see where you have borders where you shouldn't for example... Next step is to eradicate the triangles and optimize the mesh. Then we need to remove your current control loops and do them again but in a way that follows the flow of the form round the corners, like so... Lastly, I see you did not have Selected Points, Edges, Polys and N-gons showing in the HUD. You cannot do effective modelling without those present, which might explain why you weren't in control of your point count - you don't know about what you can't see ! CBR
  21. I am about to post a GIF tip in the next couple of days where I show how to use Booles responsibly (ie in a way that doesn't f*ck up every subsequent operation) so you may find that useful... CBR
  22. The better way would have been not to use the boole at all 😉 Always better to make a hole in the outer mesh using poly techniques then add any thickness... But if you did use it, and now you need to repair the result, then stitch'n'sew is what you need to sew the outer shell to the inner one, but of course that can only work if there is the same amount of points on both sides, which there may well not be if you used a boole to do this - consistency is not a feature of that tool, which is yet another reason to avoid them. If SnS can't work, then 'manual' is your only remaining choice, and your chances of getting a clean edge remain somewhat remote. CBR
  23. Have you not got that ability in my setup ? You should be able to just reduce the level of the layer with the logo in it right ? CBR
  24. Cinema's cloth functionality is not really suitable for this. I too would have gone with model then sculpt... CBR
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