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ABMotion

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ABMotion last won the day on March 1 2018

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    Motion

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  1. Go into the material where you've loaded the sequence of images and under the Animation tab, change the Range Start parameter the frame you require it to start on. You've put this question in Xpresso/Python Scripting, so if you want to use either, you just need to access this parameter and do what you need to do programmatically. Edit: To add to the above, the frame it uses prior to the start frame is the first frame of your sequence, so you may need to add a single frame at the beginning that looks the way you want for the frames before it begins if it's not blank.
  2. A new tool by Lars Jandel that helps you set the modeling axis when using a selection, move, scale or rotate tool. Hopefully some find it handy. Gumroad $0+ https://gumroad.com/l/c4dsma Instructions: Just click to change the axis while using the z-center of your selected components. Shift-Click to use the z-back, Alt-Click to use the z-front.
  3. Some "website designers" added Javascript that stopped right-click and Save Image As. Disable Javascript and you could save the image again. As I said in response to @Cerbera, the View Image plugins aren't necessary because you can still right-click in Google Images and choose Open Image in New Tab.
  4. +1 on PureRef. That is a good program, particularly for modelling and texture building as it can be forced over the top of any program so you don't get windows priority issues.
  5. Conforming strictly to the Getty Agreement/legal decision. No more, no less :)
  6. For those that might be interested, Andy Needham has just created a Cinema 4D Python Slack Channel https://c4dpython.slack.com/join/shared_invite/enQtMzIyMTIxOTg4NjYyLWJmYTU4MTNkMTUzNDM3MTlmMmY1MWYxMWFkODY3MzI4MDA3ODBmNmY2NDIxNmNjNjBmOTEyZWJmYmU0NGVkNmM
  7. ...or just right-click on the image and choose Open Image in New Tab
  8. Awesome work @everfresh ! Edit: I've realised @VECTOR needed credit too...
  9. I just mean when you open those settings and they appear in the Attributes panel by using the Mode menu.
  10. Yes, dragging the icon for many items from the Attributes panel for Xpresso opens up a whole other set of functions that many assume just aren't there. Opening Project, Render and View Settings and dragging those icons can be handy ones to utilize in this way.
  11. There are two ways: 1. You can do it manually by unticking Enabled in the Attributes Manager for the Range Mapper under Basic tab. 2. You can control it via Xpresso (or User Data) as well. To control by Xpresso, add a Range Mapper as you normally would, You then need to drag and drop the Range Mapper icon from the Attributes Panel to the Xpresso Panel so you now have what looks like two Range Mappers. On the new Range Mapper, you now have an Input (Blue Side) of Enabled which you can trigger any way you like, but as my example, with a Boole Node. This changes the original Range Mapper, so you can activate/deactivate Enabled as required. Note that you need to keep both Range Mappers, the second one is only used for Enabling/Disabling the first Range Mapper.
  12. Wiki for the plugin: https://bitbucket.org/cineversity/cv-c4dtoue/wiki/Home Report bugs/issues: https://bitbucket.org/cineversity/cv-c4dtoue/issues?status=new&status=open
  13. Cineversity just released this beta set of Cinema 4D to Unreal Engine 4 plugins for free: Overview: https://www.cineversity.com/vidplaylist/cv-c4d_to_ue4/cv-c4d_to_ue4_overview Downlaod and Installation: https://www.cineversity.com/vidplaylist/cv-c4d_to_ue4/cv-c4d_to_ue4_download_and_installation Download plugins: https://www.cineversity.com/tutorials/fd/15401/15403 - Compatible with R18 and R19 CV-C4D to UE4 is a set of plugins for Cinema 4D and Unreal Engine 4 that greatly simplify the process of transferring your game ready assets from Cinema 4D to Unreal Engine 4. With these two plugins installed you can easily transfer your Cinema 4D scenes to Unreal Engine 4, with the click of a button, straight from within Cinema 4D. You can even Cut and Paste objects from C4D to UE4. The process supports models and materials. Transforms (axes) and and Phong tags are exported correctly as well. CV-C4D to UE4 is especially useful for iterative workflows. There's no need to convert your models before export - the plugin converts everything to polygon objects during export allowing you to maintain parametric objects, generators, etc. When re-exporting later, the plugin checks for already exported models/materials and updates them.
  14. Hope @Cerbera doesn't mind me butting in to his suggestion, but to resolve that issue: Group all your Planes with Surfaces under Null, place that under a Fracture Object then add a Random Effector to the Fracture Object and change Rotation/Position as required.
  15. My thoughts were not relevant if this is what you wanted. Do as @Cerbera suggested, Surface Deformer is appropriate or as I suggested use Cloth and Colliders for your paper.
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