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kweso

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Everything posted by kweso

  1. So, making my sphere thick is not a problem. "Solidify" or "Extrude"-node inside a geometry capsule are all capable of achieving that. But I still have no concept on how I would apply different shaders to the outside, inside and the border part. I would either need to generate some kind of dynamic selection tags to use in the material tag. Or I apply the material inside the capsule (if that is even possible)... cheers, kws
  2. Ah... just after I posted this I thought of switching the cloth surface with a node based (capsule) polygon extrude. I'll get back to you. (Sorry for spamming the board)...
  3. Hey all... so Cloth Surface does not seem to have built in selection sets (like Extrudes). Would that be possible via Xpresso or Capsules? My problem is that I have a Bool in a Cloth Surface and I think I need to keep the generator because I want to animate one of the bool-objects. I made an example scene and here is my setup in sceenshots (left: generator with animation; right: made editable and manual selection sets for the materials, but no more animation): https://drive.google.com/file/d/1_-G9Fw2giHuZ5XwXEBQXUq-LTm1loQJi/view?usp=sharing Thank you for any tips! kws
  4. @Jeff H1 During development you can always use something like extrude or similar to show the result. @srekthanks again. But I have to say. With some time I'd probably have been able to figure out "edge info" and how to iterate through all edges with the iterator and "Get Element". Getting the distance and creating the condition is basic programmings stuff. I would have been able to find that, too. But the nodes "Build", "Compose Container" and "Append Elements" are something I probably couldn't have found out by myself. Will have to check the docs on them. But still, something to wrap a brain around several times 😉 Anyway. I now have exactly the fish I wanted to eat. Hope to find the time to learn fishing in those waters myself a little more. Thanks again!!
  5. Awesome!! Since I can't find a "Select by Edge Length" node in the asset browser, i'd imagine that is a custom one? Could you be so kind and remind me how I can create one and/or see "inside" the one in your example? Thank you so very much!
  6. Hey, is it somehow possible to limit a bevel to only short edges? I tried to create a node capsule that does it, but I can't figure out how to select edges less then e.g 2cm in length. Or is there another potential method? Thank you very much... kws
  7. Thanks anyway! Well you know, sometimes I just need to write stuff down in order to break it down and find the solution myself. Maybe this helps someone else in the future... Laters, kws Btw: did end up, not using selection objects but rather "inexcludedata" in the user data. Keeps my object manager a bit cleaner...
  8. How the hell am I supposed to know that my input type of choice should be "c4d.InExcludeData"? Anyway. This way I can get the contents of selection objects into my python node as iterable lists. Then my "hacky" concept works (see attachment). If you guys still have suggestions, please let me know... thx!! configTestNew.c4d
  9. I think the problem is connected to the fact that "ObjectList" does not provide the python node with a list, but rather executes the python script once for each item in that list. Is there a way to get my predefined lists of objects into python as a python native list? Be it either the python node within xpresso or a python tag. Eg, can Python read "Selection Object"s? thx!
  10. This is how I had it before. But this only works if every object is only in one group. As soon as on object is in two sets, it might be turned invisible, if that group is processed after the currently active group. configTestold.c4d
  11. So I continue to work on my original idea: Integer-User Data on my root null. xpresso on my root null in there several "Object List" nodes, my null with the user data and a python node with from typing import Optional import c4d op: c4d.modules.graphview.GvNode # The Xpresso node doc: c4d.documents.BaseDocument # The document evaluating this node tp: Optional[c4d.modules.thinkingparticles.TP_MasterSystem] # Particle system def main() -> None: global Output1 Output1 = version if s1: s1.SetEditorMode(1) s1.SetRenderMode(1) if s2: s2.SetEditorMode(1) s2.SetRenderMode(1) if s3: s3.SetEditorMode(1) s3.SetRenderMode(1) if s4: s4.SetEditorMode(1) s4.SetRenderMode(1) if version == 0 and s1: s1.SetEditorMode(2) s1.SetRenderMode(2) if version == 1 and s2: s2.SetEditorMode(2) s2.SetRenderMode(2) if version == 2 and s3: s3.SetEditorMode(2) s3.SetRenderMode(2) if version == 3 and s4: s4.SetEditorMode(2) s4.SetRenderMode(2) This works fine if just one Objetlist is connected: But as soon as I hook in the second one, it's disabled: It is the same if I use "Link List"s with iterators instead of ObjectLists. Any idea? Thank you very much! configTest.c4d
  12. So, license problems fixed. I just tried your plugin. Looks amazing. My problem is, that it seams to be highly hierarchy dependent. And in my case, due to a rather complicated rigging, I cannot change my hierarchy to fit my combination options. And then, in the end I'll have to be able to target a specific combination via a custom slider/dropdown. Just for context: my stroller models will later be xref'ed in several files (different animations and turntable setups) where I want to set a particular version of my model. Or even use the take system to render turntables for every editon and each in all availiable colors. As I see it the asset juggler is supposed to work a lot with random numbers. I see that I can set rules to fix certain combinations. But how would I target those combinations later without duplicating meshes or even project files? Anyways, I could not test further, because when I drag one of my parent nulls into the object group, it immediately dissapears. Don't know if that is due to the demo version. Thanks, kws assetJugglerTest.c4d
  13. Thank you, will take a look. And make a example file. But for now I have to wait for support, because of licensing issues. No active license at the moment. 😬
  14. Hey guys, sorry for the cryptic headline. But this one is not so easily explained. Essentially I have a more or less complex object (baby stroller - yay!). This object has different sets of wheels, seats and baskets (among other options - but lets not make it too complicated here). So for the different editions of my stoller I made this xpresso setup: While the python node looks like this: And one of those "Link Lists" contains eg: This worked fine as long as I had only two or three options where all interchangeable objects were each used just once. Eg "Basic Edition" has basic wheels, basic basket and the basic seat. And the special edition had all of those in "special". So I made link lists for basic and special respectively, each containing just the elements shown in the paticular configuration. But now I have to create several configurations where the shown elements are mixing. Eg a "medium edition" where I use the wheels of the special edition but only the basic seat. And now I have a problem. Because C4D xpresso does not care what I define for an object in Link List 1 if I set it again in Link List 2. So I have two possibilities: 1: I make a single Link list for every group that always has the same state (hidden or visible) So one LL with all special wheels, one with all basic wheels, same for seat and so on. You see, even in my simplified example this gets messy pretty quick. 2: I somehow try to define every set with visible elements for each edition before the python node, feed those into the python node and then set all sets "invisible" first and then, depending on the value of "model" I set one of those sets visible again. My problem with this is: as soon as I try to feed more than one "Link List" (or Object List) to my python node, it throws an error message and several of my xpresso nodes show with a yellow bar ("disabled"). I wonder if you guys have any ideas... Sorry, can't post my file due to NDA stuff. Will try to create a abstract version tomorrow. Now is "Feierabend" Thanks to anyone who really puts up with this boring mindfuck!!
  15. Thanks! But unfortunately no, did not work. Just realized, I can delete the xRef object in the OM. But in the xRef manager I can't remove anything... Edit: just restored the backup file from this morning.
  16. Thanks! But unfortunately no, did not work. Just realized, I can delete the xRef object in the OM. But in the xRef manager I can't remove anything...
  17. Hey all, maybe someone had a similar problem and found a solution. I loaded one c4d file into another via xRef. This contains a series of (arnold) materials that are used over many project files. Now I had to change some of those materials in my "materials" file once again (did this a couple of times in the past, never any problems). But this time in my host file I can't reload the xRef (or change any options). And the xRef manage shows a strange stacking of referenced files. (See attachments) Maybe you guys have some ideas... TYVM!! Edit: I already tried to load the same file again via the "Reference" option. Let me choose the file, but did nothing after clicking "OK".
  18. This is the only reason why I would consider buying an iPhone. Does anyone have experience in photogrammetry with android or a DSLR?
  19. kweso

    Thickness Random Lines

    Try thickness first (Chamfer) and then extrude... You still get tilted ends on the outside of your plane. But maybe you can avoid those by making the plane one subdiv bigger and restrict the random selection inside the outer poly loop. Cheers, kws PS: If this is for some interior stuff, maybe dont use random but take a look at this: https://www.core4d.com/ipb/forums/topic/117061-dango‘s-neutron-examples-pit and this concept: http://www.cr31.co.uk/stagecast/wang/2edge.html Random Edges.c4d
  20. Some renderers like Arnold (and V-Ray?) have "clip_geo" shaders that do the boolean operation at rendertime. Sometimes thats a bit more stable / less intesive...
  21. I would imagine things like "Align to Spline" and "Constrain" also exist in blender and houdini. And I'm not that much of a math guy myself 😉 (Not any more at least)...
  22. Sorry. Try to be more inclusive... 😉 (I am in the process of learning blender. So in future I may be able to provide those files as well). The "null" axis center is on one of the rakes teeth. So it sticks to my first sphere. And the "null"s x-axis looks at the other tooth. So the constraint aim put this second tooth right on my second sphere (ss long as the radius fits). So I just animate the spheres via align to spline. I know, it already works with a single spine. Just thought it gives more precision and control this way... Laters, kws rake.mp4
  23. While you guys do a awesome job with the sand, I tried to make a simple but very controllable rig for the animation: Two objects aligned to splines and the rake is attached to those via constrain tag with clamp and aim: rake.c4d
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