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jbatista

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Everything posted by jbatista

  1. Hi I think it might not be possible to stack time tags. However, its possible to bake the smooth effect into the objects and then appy the posterisation tag. You might need to duplicate the objects to create a backup.
  2. Hi there That's an unusual problem but here are some sugestions: 1- check the c4d versions on c4ds (host and clients) if it is the same. 2- re-check all render parameters like frame range , frame rate etc 3- check some options in the xref. You can change the x-ref from relative path to absolute path. Usually its relative but i sugest you to disable it and put in on absolute. 4- in the same x-ref options box check some parameters such as animation and parameters. in the end if everything fail, you can always create an alembic file from your character animation, transfer the materials, and put it t render. it usually works well, unless you have some kind of changing topology and then you might end without motionblur in your render. cheers
  3. Hi I found a port of instance man that runs on 2024 release. Now its paid but since this is a great plugin/tool i still recomend to everyone that uses instances in their work flow. https://plugins4d.com/Product/InstanceMan cheers
  4. Sure. This bug is around for 3 or 4 previous releases and basicly when we are using fields, and for example we select a spline object as field, and if we use one of the curve/spline editors in a separate window, it show as blank. I'm putting some screenshots here to illustrate this issue. This issue however happens only with certain objects. perhaps that's why is hard to spot. Anyway it has already been reported.
  5. Hi Since the release of R2024 i've already placed at least 7 bug requests/reports. After the 1.0 version 3 were fixed and 4 are still to be fixed. I agree that due to the complexity of software upgrade, things will take some time to fix, even if some bugs such as solo layer that are a real pain... These remaining 4 errors bugs (probably way more) are not what really bothers me. What really bothers me are bugs with years, that persists from various releases and dont get fixed. Thigs like the spline editor separate window when you are working with fields, the edge slide tool when while doing pose morphs, the viewport crashes, things like that. Those bugs are becoming permanent and i feel that more are in the way to get permanent too, even with constant reports. Still, i've been using R2024 for my work and find it better and faster so i really hope next upgrade will get these bugs fixed soon. cheers
  6. oh sry. my mistake. but, some of that intel still valid. cheers
  7. Going from r2023 to R2024 will work fine in most cases. However here are some situations that might cause diferences: There was some changes in the sdk that result in some plugins ceasing to work. Some tools like mirror selection, polygon mirror etc, exist but are considered legacy so they are slowly being romeved from their menus. Task manager changed a bit (logo missing) there are also a few bugs that are anoying but i think it will be fixed soon: solo layer is messed up and doesnt hide fields or nulls the input values in effectors change some animations if you put values like -1 instead of -0.999 carefull with xrefs or other kind referenced stuff. might cause bugs. besides these i'm working fine with both. cheers
  8. I think its an annoying bug reggarding c4d. in the mospline, if the offset is set to 99.999 that problem disapears. such problem i think its related to c4d system itself. This however generates a small gap that i believe it can be solved with a optimize node as deformer. cheers
  9. Hey! Another possibility is using a mospline loading the circle (or another shape). Then in the mospline effector pool load a plain to control the thickness of the circles. then use fields. With this system you only need one setup. mograph_thickness_with_mospline.c4d
  10. hey something like this? since the integer input fields has a limit , i set it up to 999.999.999 cheers counter.c4d
  11. Hi There's a new patch release. version 0.1 is out. https://support.maxon.net/hc/en-us/articles/8658038724124-Cinema-4D-2024-0-1-September-20-2023 Some fixes are very welcome. Let's keep them comming. Thanks cheers
  12. Amazing initiative. It's really a great help in order to master scene nodes. Thank you cheers
  13. HI Are you planning developing a version of instanceman for the 2024 release, or even making it commercial? This is a great plugin and i was wondering if there was going to be upgraded. Thanks cheers
  14. I just want to add one more issue to the watch folders. If you have create a Pose Library with some character poses, and then you create a watch folder, the whole Pose Library Browser ceases to work. This problem was already present in previous versions when the watch folders were added, and it was never fixed. I've added some screenshots with the browser working and after i connect a watch folder. Even the icons are gone. weird as hell By the way, this problem was already reported via support ticket but there was no solution found. 😞
  15. Thanks for the correction. I was prety sure that besides TP, S&T was also from cebas, because of the similarities with final toon. As for the hair, that also confirms that the hair is way to embeded in the old renderer. wich is a pitty because i really like c4d's native hair system.
  16. jbatista

    UV Distortion

    Its a modelling issue since its a hardsurface object with subdiv. Try this: by the way, you forgot the tex file. 🙂 cheers 01.c4d
  17. That problem seems a bit odd. However you can always try to go on preferences, and try turning on/off these:
  18. Well, from your screenshot, looks like its the pivot from the point selection, edit mode, wich means it might not be the best option for object rotation. But even that pivot/axis can be changed if you select the position/transform icon and go on the axis transformation options. There you can select to adopt the object's own pivot or anything else. If you leave edit mode and your pivot stays all messed up , you can still go on axis center and re-position it. cheers
  19. Yep. Motion System is part of the "old c4d code" along with some other features that aren't upgraded for ages. We have a lot of stuff like this, powerfull but not updated. C4d hair system, for example. Its great but i lacks more modern stuff , mainly connections to other render engines. Xpresso (also TP), wich is vital to rigging and tool creation needs more love too, althoug it can still connect to recent features. Bodypaint, same. Physical and Standard render engines. etc Many of this stuff was compiled into c4d years ago. TP, Sketch and Toon, Pyro and i believe the render engine, were even outsourced from a different soft company called Cebas that still does TP and other plugins for max. So stuff like this will never receive updates again unfortunatelly. As for motion system, i've recently worked with it for a mocap project and i really enjoyed it. but i used it along my own mocap/mixamo rig system since i really dont like the one that is provided with c4d. As for the info i've read the entire help section and tried, and i found out it was actually pretty easy to work with. and the great part is that the animation layers can be easily controlled by xpresso . cheers
  20. its a minor bug. the option is active in one menu but in the viewport menu doesnt show as active
  21. Its a minor bug. But each time i activate the point vertex in the viewport the icon doesnt change its state to on. So it looks like its always off.
  22. I think that depends of each one point of view. For example, im a rigger and an animator. I use xpresso a lot, skin deformers and character features. I welcome a lot the new vamp features and the viewport performance but i feel c4d needs a lot more for this area, like a more advanced xpresso, animation layers, vertex weight layers, dual quartenion algorythms and much more. Other artists will require different features. In the end , i feel a little frustrated with this version because it lacks the tools i need. However its still the software i like the most, the one i work with everyday and i hope it gets better by the time. Thats why i like to point out the issues and the good features. Cheers
  23. 2024 First Impressions Well i ran a few performance tests wich includes a cloner with a 100x100 grid geometric cubes (no instancing) and plus a few deformers over it and a subdiv. Also a modelling performance test with a cube inside the sculpting mode, and over 6 000 000 polys. The performance results were mixed: In the first test, the cloner performed well even with the deformers inlfuence but it fell with the sub div. It was like 1fps in the end. However it was more than twice as fast of the 2023 version that ran at 0.3fps. good job Maxon! The second test was an Alembic file of the merged geometry of the same cloner. Then the deformers and in the end the subdiv. The performance was a bit faster due to the ABC cache but in the end it was only 2fps. However there was no diference to the 2023 version wich means the abc stream was not affected by this update. no news here! The third test was a modelling one with a heavy geometry and the sculpt tool. The subject was a cube subdivided to more than 6000000 polys wich isa good round number for a detailed sculpt. Now this test was TERRIBLE. The viewport performance in orbiting is ok but as as soon as you interact with a brush to sculpt, the performance is extremely bad. You can't use the brush smoothly and it becomes unpractical to use. The 2023 version is way smoother and even at 25 000 000 polys is better than the 2024 version. i hope this is some problem fixed with a new release. bad job Maxon!!! I didnt test anything else yet so i really dont know how powerfull are the other upgrades. Besides the simulation tools plus the nodes (wich i really don't use often) this version is been a real disapointment. The linear displacement seems kinda pointless, the align to spline extra features are almost useless and the normal extra tools are ok but there were was already an old plugin called Vertex Normal tool, that could do that job. The viewport index features are a good tool, however i noticied a little bug in the point index. I'll try the modelling features later and i really hope they change my mind. i was rooting for some animation/rigging features but i guess i'll have to wait. cheers
  24. Hey Joints are like any other object in the the 3d scene, you can transform it (position.scale,rotation)and you can delete it, move in hierarchy or duplicate it. However if your rigged character dependends on those joints, that might result in changes in your skin weights. moving those skinned joints will result in the character deformation as expected, and deleting those joints will cause you skin vertex weights to loose information. So, you can do all of what i mentioned above, but you have consequences for the rigged character. If you want to change your rig by joint repositioning i sugest to go to your skin weight tag: 1- put the weight to 0%, 2- reposition your joints 3 - and then set bind pose again. 4 - then put the weight back to 100% if you want to delete joints, just press delete, but that vertex weight data will be lost and you'll have to replace that joint.
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