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pilF

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Everything posted by pilF

  1. That's an impressive build, I have two 2080 Ti cards that fit barely. I guess replacing one with a 4080 would never fit . Not to mention temperatures going up when full throttle. So, what are the specs of the components in your machine. Asking for a friend ... Philip
  2. Thank you for your time, I'll send one. I'm mid project R26.107 and reluctant to upgrade. Any known pitfalls for 2023 compared to my version?
  3. I've attached an eyeball, thank you for looking into this. Philip eyeball.zip
  4. Yes, I'm hoping to be missing something very obvious
  5. Coolness, so it can be done. I found Marvelous to be very impractical for animation. While it is great for sorting out patterns en uv-ing - having to set up a rest pose en from there on to the animation pose makes my workflow overly complicated. Not to mention cloth that is misbehaving stuck inbetween joints. so i reverted back to the trusty surface object deformer. Philip
  6. Are there any renders with animated clothes using the new cloth system in C4D yet? Can it be used for this?
  7. Dear Core does anyone know how to render out an animation preview from the viewport without those nasty polygon lines? It's a redshift project. I've been fumbling with no succes. Though here it looks to be easy. Thanks Philip
  8. If it does not have to be animated you could consinder sculpting the cloth ? Or cloth deformation with collision butvthen you would have to deform the body first.
  9. Or press and hold shift when selecting.
  10. === solved === Dear Core4D I urgently need someone to help me solve a problem combining the C4D head rig with the bodyrig. Thought I could do it after help from @bentrajebut the combination won't behave. And I'm out of time to experiment. Please send a DM if interested.
  11. At Cineversity i received a demonstration from Dr Sassi of the mirroring proces in more detail, there's a screencapture for download. You cab fin dit here https://www.cineversity.com/forums/viewthread/5543/#22269
  12. Thank you very much for your generous offer @bentraje i just sent you a PM I'm seriously contemplating a switch to Maya now. Philip
  13. So my troubles with the C4D body and head rig have not ended yet. PSD is working fine now and mirroring them is working too. The combination of a head rig and a body rig is causing a lag in the mesh now. I've watched Can Erdumans explanation on cineversity building the head rig and combining it with another rig over and over. I managed to do that and bind the head with a transform constraint to the body. But moving the body deforms a part of the face. The controllers lag behind the bodyrig thus deforming part of the face. I tried setting different priorities for the constraint, checked normalisations of the weights and even made the rigs editable. Nothing worked. The face deforms. Moving the playhead one frame does synchronise the mesh again. Any suggestion on how to solve this are welcome. Made a screenrecording of it too. Philip
  14. Crazy detail that image. The cube is missing a towel. Always bring a towel.
  15. It was down for an hour o so, all is working well now... phew
  16. That's odd Cineversity site and forum is generating a 503 error
  17. pilF

    PSD morph

    I posted the quetion at Cineversity too, got an answer from Dr Sassi. For the record: "My understanding is – that the joints that drive the points for PSD must be in the Driver list. With that, the resulting Joint-pose is part of the recorded PSD result. With two joints producing pose one and then in pose two, that would result in the need for a definition of each pose, as the angle for the Shoulder changes." I now have a PSD correction on the elbow with the shoulder and the forearm set as the driver and (very important) the PSD interpolation mode set to Global Strength in stead of Per Joint. "This mode will apply a deformation percentage based on the global delta variations of all the joints. All their delta values are averaged as a common strength value" the manual says.
  18. pilF

    PSD morph

    Dear Core 4D , I thought I knew how PSD morphs work. Clearly not. I created a PSD morph for an elbow. It works fine until I rotate the shoulder. I then get an extra deformation on the elbow joint and i do not understand why. Can anyone point me in the right direction? Philip
  19. Found a better explanation by CGDreams, i susspect something is off with the symmetrie of my mesh:
  20. Hi, I'm trying to mirror Left to Right a correctional PSD morph to a hip bone being rotated 85 deg. Tried to follow along with CGdreams explanation here and here but i end up with a mess. Does this mirror feature actually work? Anyone with experience on this any advice i would greatly appreciate. I'd love to not sculpt another correction. Cheers Philip
  21. Cool result @Björn Ewers the squishing effect works. Is this the method @Fritz described in 2023?
  22. I'd be curious to see the result @Björn Ewers
  23. So you have a picture from a floor where you would like to place a 2d illustration? Here's what I would do: camera calibration to place the camera correctly in relation to the floor and scale the scene. Get the exif info from the photograph, camera mode/sensor sizel, lens FOV Undistort the image (straight lines make for better calibration) Load the image in C4D through the camera calibration tag Place X, Y, Z axis or a plane and an origin point Estimate the length of one line to scale the scene (you did measure things in the scene right?) Solve the camera Place a plane on the floor and combine it with the image texture of the illustration Adjust light and render I do find this whole process a bit fiddly, it is never a perfect solve. Lenses focal point not being exactly what they state especially the zoom versions. See also this usefull explanation:
  24. Congratulations I'd like to add !
  25. In my defence I was young and naive believing it would end the nagging advertisements ... The trust i had in companies, it was bliss
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