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Smolak

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Everything posted by Smolak

  1. I reported this month ago Script Log stopped to work in 2024.3.0 – Knowledge Base (maxon.net)
  2. Exported animations from Mixamo generate two motions - one for character rig and one for main character object that needs to be connected. After that it is fully compatible with Cinema 4D animation system. Finally it works great with Cmotion if all connected object are parented to Animation Pivot object and there is no need to use Align to Spline which is complicated if we have animation that is not constant in movement speed. CMotion resolve all problems, it create even steps which can be used for movement speed timing. Very powerful. Probably in companion with Motion Clips there is possibility to freely mixing many motions using different animation paths. Just like Anima which cost. I think that this feature is badly documented. I didn't find any tutorial about this.
  3. Finally I found that for creating custom animation path there is need character animation "in place" without built-in walk moving. After that it works fine with your Connect solution. Thank you very much HappyPolygon. Simple Connect resolves my many days headache about this. I tried "in place" animation before but without Connect it didn't work. But it has serious limitation. It doesn't work for animations where character has different speed movement during animation. custom_character_path.avi
  4. This is scene when character correctly place foot on ground character_path_0003.zip It looks like Align to Spline wouldn't work because it completely ignore original object Y axis movement. align_spline_issue.avi
  5. This doesn't work. Please see new scene with updated animation. Previous one was little buggy. I tried to bake all frames and use spline wrap for create path but Align to Spline doesn't work for such created objects. character_path_0002.zip
  6. Hi, Last days I tried to set custom animation path for characters with own rigged animation without success. I lost many days for watching YT tutorials tried CMotion, read manual and I think that this is completely not documented anywhere. Align to Spline doesn't take orginal rig postions in calculations. I tried to deform path with spline created from rig. Everything. Does is that even possible in Cinema 4D ? animation path.avi character_path.zip
  7. Thank you very much, works awesome using Transform 2D. Simple thing but needs little headache to create 😕
  8. Hello, any thoughts how to rotate UV of given polygons selection set ?
  9. Problem is that Core4D stopped to send emails months ago, even notifications emails.
  10. Generally it all can be done using a set of Cloners and XPresso but this is a little difficult and time consuming. I did something month ago. It is for max 10 segments but it can be easily expand to more. Size and count of fence parts per segment is done in xpresso by match size of segment divided by size of part substracting size of pole between them. Also cloners are enabling only if they in use for example if we have only four segments the rest six are disabled : It is done inside xpresso in point node there is point count output for whole spline : Attached video to show how it works. If you want really good tool for that without making this by self which is very time consuming here is great plugin for that : Baluster4D+Stairs4D (caleidos4d.it) fence_xpress.avi
  11. Hi, I tried from months to find solution for creating continuous UV texture for irregular wall like shapes to have one long UV from front left to front right, rear right, rear left sides of buildings and not to create them manually. I need perfect continuous UV on edges from one to other side. I tried all UV projections, box ones, cylindrical, packed and nothing works fine for more than 70% of object. Packed works fine for half but other parts that are well connected are rotated by +-90 degree and they are disconnected from main part. Cylindrical works fine for most but it create too huge distortions for some polygons that I can't recover. I mean something like this : Packed good but it doesn't create one contiguous part. Cylindrical is near perfect but some of random polygons are totally distorted - they have near 10pix width if I zoom closely. I tried triangulating before without success.
  12. If untraingulate doesn't produce good results on some geometry you can try this method using different angles : clear_geo.avi
  13. You can explode splines by shatter or explosion deformers with 0.01% spline_explode.c4d Simple fence by set of cloners. Individual clones per segment and even fence size per segment can be done by xpresso too. Using distance node you can math length of individual segments within their points. fence.c4d xpress_fence.avi
  14. Yes I mean this old technique described in manual too : Line Cut (maxon.net) But unfortunately this handy technique is very limited if we cut complex object ( not all parts are cutting ) and it has issue with "use selection only" and "visible only" knife options.
  15. More cuts, more errors. Why this is reserved for Cinema 4D only ? If you have different parts of objects that were connected before cutting, they are physically disconnected after that. It cause visible seams on geometry, light leaking and more differences between parts if some of bevels are applied. Overlapping geometry between two objects after cuts :
  16. This is importing from Blender after cutting : This is the same cube after cutting in Cinema 4D : More complex cutting ( from splines ) on n-gons create even 0.1-0.2 cm of non planarity Cutting from splines like simple circle cause non planarity too. There is no any overlapping cuts. In my opinion this completely ruins modelling for precise architectural style and cause serious problems later while bevelling and extruding.
  17. Anyone noticed that cutting polygons by knife, splines cause very serious issues like non planarity ? More complex cuts generate more non planar polygons. This cause further serious problems during next modelling stages and issues during rendering like light leaks between disconnected parts of model. I reported this more than year ago but I see that it wasn't repaired but even works worse than before. You can see this using coordinates manager while selecting polygon ( size ) and by Mesh Checking panel.
  18. Thank you very much for awesome workaround ! I must deeply look on this. Yes I know https://aturtur.com/pile-up-effector but I didn't use it this way.
  19. Thank you for tip. Blender doesn't have such Cloner but it has scene nodes which works more inteligent because they are not implemented as low-level like in C4D where you must operate on complex arrays. This is why people can create such things much easier I think as I saw on YT videos.
  20. Thank you for scene example. Yes that I thought to make it possible by using template such divider or by texture which I created as image bake and used it with Relief or Displacer. But this is still a little "fake". It will works witch brick like things but for more complex things like parts of different elevations or fences - not. Get back to health - we need not only ordinary Polygons 🙂
  21. I don't know if you see exactly but every brick is different here and cloner doesn't take into account different objects size to stack them together.
  22. How do you think is that possible to recreate in C4D without the need of special skills and weeks of time ? When I see what people are doing in Blender geometry nodes I going to think that something wrong is with philosophy of C4D nodes...
  23. It's a kind of modern marketing. You don't need Break Spline Modifier if you don't use Forger, Red Giant, Redshift, Universe and ZBrush - this node needs them all to work !
  24. The best joke is that for scene node like Break Spline Modifier you must pay $480 - this is the most overpriced 3d node in the world history. I know software that has much more powerful nodes for free 😉
  25. Octane renderer Greyscalegorilla, Kitbash 3D for 191 euro ! OTOY • OctaneStudio+ 2024 Launches with Greyscalegorilla Plus, KitBash3D, MoI 3D and more!
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