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Jaee

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Posts posted by Jaee

  1. 20 minutes ago, bezo said:

    If you see light yellow cross in viewport while trying to "scale"/zoom and you have selected camera, you´re in object mode navigation. Simply deselect camera object in object manager (but still have "selected"/activated in viewport as view camera) or change camera navigation mode

    Oh...I got it. Could you teach me how to change camera navigation mode?

  2. 40 minutes ago, Mash said:

    Im not quite following, what is scale camera? Cameras can be moved and rotated, what are you expecting to happen when you scale a camera? Are we talking dollying or optical focal length zoom?

    Please see the video attached below.  I think it would help you to understand the issue.

  3. 30 minutes ago, Fritz said:

    If you have at least 2023.0 you can use "mix animation" in the cloth tag. This gives multiple ways of following the animation while adding simulation into it.

    Thanks so much!

  4. Is there anyway I can make dynamics body tag with custom initial velocity keyframed? Please see the attached the working file below. Eventually I'm trying to have unwrapped bar which has a lot of objects like a protein bar pop up toward camera and flip, using that move to transition into the wrapped bar. When the unwrapped bar begins the simulation with dynamic tag had "exploding Freak-out" effect. That wasn't what I wanted. So I'm trying to copy the keyframes from the wrapped bar and paste them in the unwrapped bar. Please help.

     

    Help.c4d
  5. 12 hours ago, HappyPolygon said:

     

    Haven't seen any option like this. Actually I searched for something like this because I assumed it had a default VRAM limit for cached simulations.

     

    Do you have a solution for this issue? Should I go to preference and memory to increase MB? I have 2070 Super Graphic Card and 64GB Memory.

  6. On 12/28/2022 at 5:33 AM, HappyPolygon said:

    Maybe you don't have enough VRAM or just RAM. Try saving the simulation in .VDB files of 65 frame intervals.

     

    Is it possible to catch pyro manually?

  7. Not sure if anyone else is having a similar issue, but I'm trying to cache a density and temperature scene (300 frames - 5 voxel size) The result is frames after 65 frame at the beginning of the cache got just disappeared. The smoke and fire just disappeared after 65 frames. The pyro casts from a vertex map on a connect layer.

     

    image.png.d4f30c27662aebc9d4b906bb65366620.png

    image.png.0899bdc50e0822fc13ad7f9ed94dd4d5.png

    image.png.fd0c706359d9d54d22bf69b1665775a5.png

  8. 1 hour ago, Cerbera said:

    Select that outer perimeter edge loop, and ctrl drag backwards with the move tool ! If you only go back half the distance of the mid band you can use Z symmetry to get the rest like I did below. Then select the perimeter ring of polys and extrude them a tiny amount to get that little ridge, then add your SDS control loops.

     

    Next, here's the topology you need to cut into that to achieve the subtle inner curvature of the divot bit.

     

    image.png.e77189a2fbe42d7864a4d2fbb654ce3f.png

     

    I should show you that a bit closer, so you can see the control edge separating the 45 degree corner edge from the border, for it would be a mistake to run that all the way to the edge... it goes inside the control loop there.

     

    image.thumb.png.15a7ae6eacb3adbc8a6bb44ca7e3409d.png

     

    CBR

     

    Do you know how to make the roof more rounded?

     

    image.thumb.png.d5a5c5e4b178557f346f262d43e2f998.png

  9. 15 minutes ago, Cerbera said:

    Yep, you're nearly there ! Now you just have subtly adjust the second loop in from the perimeter to make the gaps more even like mine and so that the corner points follow the rounding a bit more. Always look for the half way point in both directions if you see what I mean... this sort of thing...

     

    image.thumb.png.0340393a9c1668e0f3ef2f3ea8d21944.png

     

    CBR

    Thanks, how to extrude the perimeter of that back to get the centre band?

    image.thumb.png.fe19fdb49ed584d85a747fc86f7e3ba7.png

  10. 8 hours ago, Cerbera said:

     

    I'm surprised you can't see that from the mesh I showed above ! Look at it again, and you'll see it is just made from a plane with a suitable amount of segments, the corners drifted in a bit so you get decent rounding, and an inner extrude which establishes the perimeter edge flow, and allows you to pull the right curve out of it.

     

    And then I would hope you could see how to extrude the perimeter of that back to get the centre band, into which you'd add a centreline edge loop, which would give you enough topology to create the centre capsule shaped divot where the controls are. Is that the bit you're struggling with ?

     

    If you're doing it mid poly it's a pretty simple model.

     

    CBR

    Yes, that is the thing I am struggling with first...Did you start with this plane?

    image.thumb.png.54cb40314e576e813a7c0b6cf55bbbdf.png

  11. 7 minutes ago, Cerbera said:

    Modelling the holes is really making your life unnecessarily difficult, and there is an argument that SDS is not the way to go with this model because of the hardness of the edges everywhere, and the amount of effort required to get the holes utterly distortion-free despite the curvature of that surface.

     

    But, if you are a glutton for punishment it is certainly possible 😉 The principal stages would be thusly...

     

    1. Make a single hole from a 2 x 2 plane, maintaining its square outer perimeter.

    2. Clone that into a grid array that closely matches the reference using precise values so they meet exactly. Make that editable, and remove the excess clones you don't need on the corners.

    3. CO&D all those into a single mesh, and optimize.

    4. Expand that section using the existing topology into the rest of the side using normal poly tools.

    5. Build the sort of low poly SDS mesh I showed above for the whole side panel, but flat - ie with no curve, but with exactly the sort of topology you need to be able to add that curve, which is the edge flow I showed.

    6. Get a Mesh Deformer on the holes mesh, make the low res model the cage it needs, and initialize it while they are both flat.

     

    Now any deformation you add to the low poly mesh will be applied to the high poly holes one too, allowing you to get the curvature you need.

    Lastly you would apply that deformation (CStO) and add thickness via Zero-Extrude and move. the rest of the mesh can be regular mid poly SDS.

     

    CBR

     

    Now I'd like to use Volume builder and masher for the holes. I don't want to spend my time on it. But thanks for explaining kindly as always. Could you teach me how to model the basic body shape?

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