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hyyde

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hyyde last won the day on December 30 2024

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Profile Information

  • First Name
    Remi
  • Last Name
    Zablotny
  • Location
    Derby
  • Expertise
    Generalist

HW | SW Information

  • DCC
    Cinema 4D, 3Ds Max
  • Renderer
    Redshift, Corona
  • OS
    Win 10
  • CPU
    i9 11900k
  • GPU
    RTX 3090

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  1. Hmm i would rather avoid that . ive got about 50 models already in fbx/obj formats. they all might be like this .So im trying to get a solution directly in C4D. But ive had some luck now with the way i tried before. Bevelling one centre edge, triangulating, optimizing then un-triangulating seems to do the trick. but the more polys the slower it gets. And some leaves are being untriangulated in a weird way. Hoping for a better and cleaner solution though 😄
  2. Hi all. Ive bought some trees models and they are awesome, but in C4D the leaves are not looking as they supposed to. I know what's happening but not sure if there is a way of fixing it without creating additional polygons. ill try to explain the issue: So this as leaf mesh in 3ds max. it has nice 4 quads. as you can see they are 'bending'/warping heavily but this is how it supposed to look. When i bring it to C4D the benddig/warping doesn't happen, the top corner verts are connected, it still is a non-planar quad polygon but it connects the side verts rather then the top and middle one. There is no physical edge being created there - still just a quad. Cant show it better,. hopefully this is clear enough. Now ive managed to get it to look correct and i can do whole tree at once, by selecting all the edges, Shrink selection which leaves only the middle edge selected and beveling it one time at 0 value. that creates one additional polygon. but i end up with 2 edges in the same spot , this might cause problems later. Is there a way of forcing it to behave the same way as in max ? Thanks. And that how it render from a different angle vs how it suppsoed to render: vs
  3. Apprantly management knew about this for a while, decided not to mention to anyone. They probably cashed out big bonuses and buggered off...
  4. Thats what i did as well, in the end. But still would be nice to have it working correctly. But it doesn't happen all the time. Ive managed to bake it several times before without any issues. I tried that but that's not an easy task, there is about 60 bones, each of them is being baked on each axis, so 6 in total, i didnt even look into the scale to be fair. But transform and rotation had a dodgy keyframe on every second frame. To clean that up i would have to spend probably a day of work. Im not doing that. I ll leave it for now, if there is no easy fix for it, no point wasting time on that kind of clean up. Thank you for testing it though.
  5. Here's the latest version. This is literally version maybe 80th or so.. im keep saving seperate files cause it break on so many things. every now and then i try to bake it but still getting the same results. as on the first video. So just to clarify again what's wrong: i have motion clips that i am trying to bake into keyframes, but its getting glitchy on every other frame. (See the video from the first post ) here. If you can try it and figure out what's causing it i would be grateful. Thanks. Hero_anim_bake_test.rar
  6. And another one: when i edit one of the clips ( adding keyframes to the bones on a separate layer) how can i make them visible in the curve editor ? so far it just complete luck to see them. if i click enough times they will appear... i dont see any buttons to filter them. i cant find any info online regarding those keyframes.
  7. And one more question: How to stop a motion clip at a specific frame ? Trimming and cutting doesn't do it. anim still plays. The blue-line dude has stopped but the actual skeleton still moves, despite being out of range of motion clip.
  8. Hello. I have my motion clip anim setup. I tried to bake it but result is terrible. Not sure why would it do it. Anim plays well before bake. It creates a keyframe on every other frame, at values of zero from what i can see on the curve editor. Cleaning this up is possible. but it will take forever (50+ bones, transform+rotation on each axis...) Any ideas if there is a potential solution to this ? I cannot be doing this crap from scratch, yet again 😄 I can retarget and bind the character again. I will go for that if no one can think of any way of fixing it. Thanks. 2025-02-22 16-56-54.m4v
  9. I cant remember if i tried that 😄 but i till , thanks for the tip.
  10. I guess they are not planning on fixing it then... thanks for sharing.
  11. yeah, it is unchecked. I show it on the video as well. just in case people will ask that question 😄 Also if i select the whole model, not just a section, it will select all of them.
  12. Hi all. A few versions ago i started noticing this issues, when selecting polys and edges in some cases, the selection tools won't select all of them, like they are too thin to be selected. Attached video of the issue. This happens with all the selection tools. Is there a setting that controls how accurate / sensitive selection tools are ? Or is it just another bug ? Really annoying one. Thanks. 2025-02-08 14-23-21.m4v
  13. Old stuff but would be usefull to know how to actualy get the polygons selected. Right now all it does it creates a selection that works with other capsules, or maybe deformers etc. How can i work on selected polygon in a traditional way ?
  14. Dropping the fully rigged tank. Model is from Grabcad. Not textured. Ive added basic speed and steering controls. Not sure how to make the tracks more stiff. They kind of flop around sometimes. And when turning sometimes they will slid off the wheels. They are transfering motor power with friction, so not very accurate, like real tank. Last wheel - cogwheel - should be transfering power by moving the tracks, but doubt that would work well 😄 Maybe i wil ltry one day. There is a Target Null - all it does is stabilize the gun. It doesn't move the tower. but i guess it can be easly linked for that as well. Leopard 2A5_RIGGED.rar
  15. 2024-12-28 17-51-59.m4v I mean , come on, this is sick 😄 once its an actual tank. This works actually better than the test rig. I had to tweak suspension and distance between everyrthing and all, crank the quality settings and somehow it doesn't explode until it reaches the edge... Even the suspension mesh moves with the wheels, although its hard to see. Gun Stabiliser. Ehh i love C4D 😄 so easy to do certain things.
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