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natevplas

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Everything posted by natevplas

  1. Generally if you right click a file and go into Properties, you can choose the program it opens with. For some reason, even when I specifically navigate to R20, it just jumps to R18. Kinda frustrating. I'm not sure why MAXON doesn't use different names for their .exe files, like "Cinema 4D R20.exe" instead of them all being "Cinema 4D.exe" I'm guessing this is why Windows doesn't know the difference.
  2. Thanks, Igor. I'm aware of this, but it's annoying. I'm not having a problem opening my files in R20 (when I don't accidentally double click them in Explorer), I just want R20 to be default rather than R18 or 19 (which are the only other versions I have installed). I'm pretty sure this is possible on a Mac, but wondered if it was on Windows.
  3. How do you change the default version when you double click a .c4d file in Windows 10? For me it always opens in R18, but I want it to use R20 by default. It can be infuriating especially with my current project which goes nuts in R18 because I'm using Fields. It even does this when I already have R20 open.
  4. Great work and funny concept! Would be funny to have some coffee beans be hyper little characters, and the coffee maker guy just nonchalantly dumps them in the grinder and obliterates them!
  5. Wow, congrats on persevering through that long haul! I've never had a project last that long. I can imagine you're very happy to move on from it! Great work, especially on the TFD fire!
  6. It's a good start, for sure! From what I can tell the modeling seems excellent and I like the details you've added like the curved part in the ceiling and little fire sprinklers. Unfortunately, the lighting and textures aren't doing your scene any favors. It's very flat right now. Try adding a large window on one of the 2 walls of the room that are not currently visible, close to the corner. This will throw some contrast into the scene. The reflections on almost every object are just not very convincing. I was surprised to see that you rendered with Octane because it looks like a Standard Render with default specular highlights on everything. The greenish glass on the wall should have much sharper reflections, for instance. Also those hanging sconce lights should be lighting up on the white parts if that is supposed to be frosted glass. Right now it looks like white painted metal, which isn't particularly appealing to me. Hopefully this is all constructive and not too negative. I really think that with a few tweaks this could be a solid scene!
  7. The jar is hitting the original collider object, then I have the rigid body tag animating off- that's when it drops down. If you bake out the animation of the chair landing and remove or disable the rigid body, you shouldn't have this problem. Also, I'm not sure that that box is over the jar, but if it's the new collision object, I would do the inverse of it. Think of it as two walls that go up from the floor right where the chair's sides are.
  8. I checked out your file- also not sure why it's so large. I think you should bake out the dynamics on the chair first. Then make a low poly collider similar to the one I already made except with some sides to it so your jar won't intersect the sides of the chair. Place it exactly where the chair lands and add a Collider tag. Make sure your Shape is set to Static Mesh.
  9. Well, the key here is having Inherit Tag set to None and Individual Elements set to Off. This means the Rigid Body tag is only going to look at the geometry of the object it's on, which in this case is a Null. Nulls don't have any geometry, so if you set the Shape to Automatic, for example, the chair would just fall through the floor because it has no geo to collide with anything. I hadn't thought of this before, but if you put everything into a Connect object and apply the tag to it instead of the null, it works to just set the Shape to Automatic (but leave the other settings off).
  10. Glad this was helpful! Please keep us updated on your progress!
  11. Ok, I had too much fun with this! I'm not sure exactly how to go from this to a whole swarm, but it's a start. I used Symmetry to get both wings doing the same thing. Then for fun I added a Wind which was linked with Xpresso to the rotation of the wing so it would lift it up when the wing was down, and turn off when the wing was up. Finally an Align to Spline tag gives it a path to follow. Ideally it could choose its own path randomly more like a particle as well as aim itself tangentially in the direction of travel, but I didn't get that far. Butterfly flap v1.c4d
  12. Hopefully also moving in somewhere? I hope it's a good change for you!
  13. I think you mean the "Quad-father" lol Thanks so much @VECTOR for sharing!
  14. You're welcome! The spring idea is just stolen from someone else, haha. One thing I wasn't able to solve is the priority issue with the cloth being delayed by a frame. Anyone know how to fix that? For the dynamics, I was able to get it working by making a cube that roughly fit the dimensions of the chair and using that as a collision object. beach chair open v3.c4d
  15. @Hrvoje probably has the best option there, but if you need a simple fix, just make your Cloner editable, parent the clones in a chain, and animate their scale Y parameter. I've attached a scene so you know what I mean. A03_FLAT_DEFORM_v2.c4d
  16. Here's what I've got. There's some User Data called "Fold" on the Main Legs null. I've got it animated roughly to give you an idea of how it works. I used Cloth with Belt tags for this- might have been possible with Soft Bodies too, but this is the way I knew how to do it. I have a Cloth Collider on the Sphere, then a Spring which stops the sphere from falling since Cloth can't actually do that. The two systems are separate and can't really influence each other. The way your chair is designed, I wasn't quite sure how the back legs would fold, since they can't reach throughout the fold. If you animate it quickly, though, no one will notice. beach chair open v2.c4d
  17. If that doesn't work for you for some reason, you could always create your camera moves in reverse, then render normally and reverse the sequence in AE.
  18. Please start a new thread next time. I just found this with a quick google search: http://www.3dtoall.com/products/maxtoc4d/
  19. There's got to be a better way, but here's what I got to work: Make a Cloner, set to Object mode, and drop in your Emitter (with no geometry, just particles) Put a cube or some geometry in your Cloner (ideally your particles need geometry? use that) Now got to File > Export > FBX. Here are the settings I used: Import the FBX file back into Cinema and you should see all your particles animating as separate meshes Now go to the timeline and select all the keyframes Zoom way out and grab the left handle and drag it to the right, past the end of the timeline by as many frames as it is long Drag them back to the start and you should have reversed all the particles!
  20. This should work (see attached). I'm a little concerned about your idea of dropping it into an SDS and hoping it looks good. My results were not great: I suggest adding some intermediate points in your spline, then using a mask (gradient with Step interpolation) to select your 3 different areas for different materials: Arrow v2.c4d
  21. Such great work! My wife is a child therapist too! Btw, your "sketch" looks tooo good. I would have assumed you just used S&T on a different model ;)
  22. Here's a method using Align to Spline. With such sharp turns, you're bound to get some ugly popping when the arrowhead passes them. I set up an example which sort of helps with this problem using a Delay Effector in Blend mode to smooth out the rotation. tangent- with Align to Spline.c4d
  23. This isn't going to be the proper way to model this part if you're looking for what Cerbera did, but I'm guessing the problem here is you need to check "Close Spline" in your Spline settings. Follow Cerbera's instructions and poly model these problem areas. Chop up your original spline into chunks and use Sweeps where they work, poly model where they don't work. Then combine with a Connect object or make your Sweeps editable and connect them up with the Bridge tool or Stitch and Sew.
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