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Posts posted by Jaee
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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.
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I tried both number 2 + right mouse button and scale camera icon in the view port. Nothing works. When the camera object is off, scale camera works in the viewport.
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When I try to zoom in the viewport, scale camera doesn't work. Does anyone know how to fix it? Rotate camera and orbit camera work.
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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!
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Hello, I'd like to give more details to my book animation like the screenshot attached. Is there anyway I can add some cloth effects to the book when it twists? For some reason, all deformer effects stopped working When I add the Cloth tag to the book.
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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.
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1 hour ago, bezo said:
Works for you now?
Yes!
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Do you know why it doesn't work when I drag a cloner object in Timeline? I tried to follow this tutorial. Also, please see the attached video.
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What are some good methods to prevent the “exploding freak-out” effect that happens when more than 2 objects begin the simulation to land on a plane after having the protein bar model which has many objects inside flipped. Please see the attached video recorded.
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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.
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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?
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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.
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13 minutes ago, bezo said:
Maybe should be issue with priorities. When you turn of SDS, wertex map works as expected
You're right. SDS was the problem!
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2 minutes ago, bezo said:
I wanted to achieve with freeze like this. Please see the attached file below. (Rope Vertex map grow) If I increase freeze radius parameter, the animation speed of grow would be too fast...
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I wanted to use freeze with grow. So the vertex map grows and spreads from knot something like that. When I used freeze with grow and shader(noise), it had the same issue.
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Does anyone know how to solve this issue when I use vertex map in C4D? I see some glitch patterns...I have a sweep layer as my mesh animated with dynamic.
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Hi, when I use Redshift with RS Matrix(Cloners) in my scene, the render results are different than the viewport. Does anyone know how to fix it? The clones look ok in the IPR, but they look much faster in the render.0
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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.
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.
CBR
Do you know how to make the roof more rounded?
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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...
CBR
Thanks, how to extrude the perimeter of that back to get the centre band?
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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?
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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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Scale Camera doesn't work.
in Cinema 4D
Posted
Oh...I got it. Could you teach me how to change camera navigation mode?