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Everything posted by wesware
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Blank for me. R25.117 - Win 10
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"Post Deformer" Morphs - Not behaving on "B"
wesware replied to wesware's topic in Rigging - Do Not Post Here
Confirmed with Maxon it is a "Bug" / "Feature Limitation" at least since R19. I would definitely call it a bug since "Post Deformers" only allows it to work in situations that the joints defomring the cage mesh (via Mesh Deformer) are not rotated. Bummer. -
"Post Deformer" Morphs - Not behaving on "B"
wesware replied to wesware's topic in Rigging - Do Not Post Here
Playing with it more. It is definitely how the "Post Deformer" option is not playing well with Mesh deformer. I don't remember this happening in other iterations of C4D. I also have a simple "Ball" character that this same thing is happening. -
Redshift Render is Blurry, C4D R25
wesware replied to Mani Nejad's topic in Rendering - Do Not Post Here
Looks blurry AND jaggy. Maybe bokeh turned on in the camera tag? Also looks like your image is being shown at 200 or 300 %. -
Are you using Deformation motion blur? What happens if you turn that off? Just curious because I have found a few weird frames due to a weird combo of Def. MB and objects with RS tags needing or not needing it. Sorry to be so vague but I haven't pinned it down.
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How to Morph between 2 separate objects.
wesware replied to SwoopNebula's topic in Animation - Do Not Post Here
(Oops, already answered by CBR) You can start with a sphere. Sculpt it into the various shapes you need then use them all as morph targets for the sphere. -
The "Post Deformer" Morphs distort when the Head Joint is rotated using the controller null or the joint itself. The morphs are "post deformer" due to me using a mesh deformer for the entire body and all it's parts. Just hit "play". I have keyframed the "Head Con+" object to show you the distortion. I have stripped the file down. I even took it all the way to just the joint and the mesh deformer... still distorted. The only way I can currently find to fix it is to weight the joint itself to the head - Remove the head object from the mesh deformer situation altogether. . Which is fine, I can do that, but may not be possible on another character. Thanks for any info you can offer! (Sorry if the hierarchy looks weird, I deleted a lot of stuff to get the file size down) FileLink: R25 File
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Cinema 4D r21 - hotkeys stop working in Timeline
wesware replied to Intenditore's topic in Miscellaneous - Do Not Post Here
Do you by chance have a Huion tablet plugged in? I unplugged mine from the USB port and the timeline works as expected now. -
Cinema 4D r21 - hotkeys stop working in Timeline
wesware replied to Intenditore's topic in Miscellaneous - Do Not Post Here
You still having trouble with scaling the timeline? I AM!!! 🙂 -
Cinema 4D TEXTURE ON ONE SIDE OF CYLINDER IN REDSHIFT
wesware replied to ukpiro's topic in Rendering - Do Not Post Here
You bet! -
Cinema 4D r21 - hotkeys stop working in Timeline
wesware replied to Intenditore's topic in Miscellaneous - Do Not Post Here
Well, today it is just constantly happening. Every 4th time or so I try to scale my timeline, I have to switch to F-Curve and back to get it to work. -
Cinema 4D r21 - hotkeys stop working in Timeline
wesware replied to Intenditore's topic in Miscellaneous - Do Not Post Here
I also have the #1-#2 hot key issue. Using 2 to scale my timeline intermittently stops working or only scales a tiny bit. I have to switch to F-Curves window, then back to make the keys work again (same is true for F-Curve window... or it may only work in scaling down but not up). I've also had keys drop out of a column when control dragging (infrequently). Edit: I believe it's much worse when I have audio waveforms showing in my timeline. If I fold them up (hide them) it doesn't happen nearly as often. Side Note: I'm also frustrated that when I reopen a file with audio in the timeline, the waveform is totally spiked... I have to reimport all of my audio into the nulls/timeline to see the waveform correctly. -
Fantastic! Great little spot.
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Cinema 4D TEXTURE ON ONE SIDE OF CYLINDER IN REDSHIFT
wesware replied to ukpiro's topic in Rendering - Do Not Post Here
You can use a "Ray Switch" node as an alpha. Pic and file attached. Texture_Front-RaySwitch.c4d -
Cinema 4D Interface acting funny
wesware replied to Pierre Tessier's topic in Miscellaneous - Do Not Post Here
Definite R21 weirdness on my end as well, but not this. Does it happen in other layouts as well? I'm not much help but wanted to say, I haven't had this. -
Cinema 4D Contracting animation of a maggot
wesware replied to NoWizardJustYet's topic in Animation - Do Not Post Here
Well, there's probably many ways to get there... depending on how realistic you need it to be. How much control you need, etc. In this file, you have the handles to control the movement. I have a basic inch worm type deal here... seems like a maggots movements might be a little more spastic at times. I have a spline deformer beneath the joints to keep it on a path that you could generate based on the geometry in your scene. You could also add a Displacer Deformer between the Skin Object and the Spline Wrap with the noise set to world space so that the maggot crawls through it and gives it that ripple effect as the back end catches up... it will be stylized but might work. You could also consider creating your own animated texture for that. I would watch as much footage as you can and really decide what you need to happen and what kind of control you need. Hope that helps! Maggot2.c4d -
Cinema 4D Contracting animation of a maggot
wesware replied to NoWizardJustYet's topic in Animation - Do Not Post Here
Spline IK with Type set to "Equal" will give you the squash and stretch.... using the Null Handles you'll create. Also, set skin object to: Length-Volume Scale. This isn't perfect but might get you closer or give you ideas. Also depends on what kind of control you need. Hit play when you open the file. Hope that helps! Maggot.c4d -
Cinema 4D UV mapping problem
wesware replied to Spencer Fanuka's topic in Rendering - Do Not Post Here
Without looking at the file... duplicate geometry showing through? -
Anyone have any luck getting Posemorph to deform properly when using a mesh deformer? Posemorph is set to "Post Deformer". The scenario: Character head deformed by mesh deformer, which is linked to my cage mesh, which is deformed by a joint. The posemorph tag morphs (set to "Points" for mouth shapes) is distorting correctly until I rotate the joint. I understand why this is happening... just wondering if anyone has figured out a solution. I'm going to go ahead and just weight the head/neck mesh directly to the joint. I was trying to avoid it as it's a fairly dense mesh. Also: Kinda curious... what would be the purpose of "Post Deformer" if it doesn't seem to work with Mesh Deformer? My guess is the problem lies somewhere inside of the "Initialize" command, which is different than your average deformer.
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Cinema 4D Redshift Struggling With Turbulence FD
wesware replied to paulselhi's topic in Rendering - Do Not Post Here
Hey, I downloaded and tried rendering "as is". No changes to your file. Frame 80 fails, frame 75 rendered. Sim: 6m05s Render: Frame 75 3m41s Render: Frame 80 Fails (VRAM) at 3m54s Card: RTX 2080 TI-11GB Ram: 64 GB C4D: R21 TFD Version: 1452 Frame 75 attached -
Cinema 4D Any tips on how to get rid of this wing overlapping.
wesware replied to TreeW's topic in Animation - Do Not Post Here
Hi, There's a few things going on that make the wings intersect. The arc of the keyframes created by signal and the strength setting of the IK bendiness. I took a couple of liberties here because I do not have Signal. I reduced the wing flaps to 3 key frames and then "Repeated" the wave in the timeline. I adjusted the rotational value of the "Front Rig" and "Back Rig" nulls, and altered the strength settings of the IK. You could probably accomplish the same thing using Signal. Hope this helps. https://www.dropbox.com/s/9nc32n1z5826kdu/ButterflyWings-V3.c4d?dl=0