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Delphis

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Everything posted by Delphis

  1. I don't have spam filter active, confirmation email just did not come. Tried to put few plugins in shopping cart few times but it never worked. I just now tried again to get CORE Primitives 1/2 (check attached screengrab) so can you please check from your side is the purchase registered?
  2. Tried to get it few times but never got the confirmation email ๐Ÿ˜ž
  3. Hm, i recently purchased Maxon One subscription and at web portal I saw that i have have 2 licenses. Installed apps to workstation first and later on laptop and at my account i can see assigned 2/2 licenses. Does anybody have the same case or just one license? UPDATE: It lasted for week or two and they removed second license ๐Ÿ˜ž
  4. Hello, I have some animation on character in form of motion clip and I would like to add secondary animation on some parts. Tried to add new motion layer (relative) for secondary animation but when I make keys it does not work/mix with original animation. Is there a good tutorial how to add motion layers to add sec animation to existing motion clip? Thank you.
  5. Tried but does not with my force field setup. Probably did not set it correctly ๐Ÿ˜ž Tried with some other forces (they are in attached scene) but not sure I set up fields correctly.
  6. Hello guys, need some help with pyro look dev. I'm trying to add some force to control pyro-smoke to after initial emitting to just twirl around spline. Here is visual example (and scene). Smoke is emitted from cone and with various forces I tried to control it just to twirl around green helix. Maybe It could be clones of circles or whatever, point is that emitted smoke just slowly twirls in limited local area, it does not need to follow helix regular direction, just twirling in small patches. Thank you. pyro_twirl.c4d
  7. Finally able to publish final result if someone is interested how it turned out ๐Ÿ˜‰
  8. Same here, tried with intro and intermediate 2023 trainings but no emails received.
  9. Thanx @MJV This is interesting approach, might be easier with "flat" start spline and modify it with bend deformers to desired shape. Main goal is to get lathe input spline modified from A_shape to B_shape1 or B_shape2 (scene attached) cage_lathe.mp4 cage_spline.mp4 crossection test_03.c4d
  10. Sorry @Cerbera and core4d community, I got warned by some colleges that might be confidentiality issue showing the provided CAD object (my mistake), that's the reason I wanted to hide it. Well now I replaced the screen-grabs in this thread with schematic ones and modified posts according to those but it shows the problem in similar fashion, I'm sure everyone will get the picture and I do not have confidentiality issues ๐Ÿ˜‰ Anyway, I could not call my solution final and refined solution (example scenes included) but its the temp/safe option if I do not find the right one. What I did is made a simple spline that follows the cross-section of the main mesh, lathe, and made it editable to make morph CAGE. Made two polygon selections, inside and out and added pose morph tag, added new pose and for that pose edited those selections to change Y size to negative, scaled outer one to be inside and inside to match the outside. That morphing CAGE mesh is used as source cage in MESH DEFORMER applied to main geometry. You can see the result on first example video. Downside of this solution is that I can't add other deformers to main hires mesh and can't animate it, maybe there is the way but I'm not aware of one. But I'm still not satisfied and need to dig out new better inside-out morph solution. What would be the best visualization of this inside out effect which I wanna achieve is shown on second cross-section video. If anyone got idea for better rig, be free to share ๐Ÿ˜‰ Thanks. inside_out morph.mp4 goal_morph_crossection_example.mp4 example_scenes.zip
  11. Huh, all this displacement baking for nothing, found the simple way to turn the original mesh inside out with morphing Mesh deformer ๐Ÿ˜€ BTW upping resolution and bitmap depth do not help, simply it does not bake displacement well for some reason.
  12. I thought I had a solution but nothing works to get negative displacement except using normal map in material (no edge details) or Displacer deformer. But my main problem is that whatever settings/resolution I use (playing with baking all day) I get the same results, baked maps are not smooth as on sculpted object (level 4). Does anyone got some tips how to bake more precise displacement map? Thank you.
  13. Its CAD file i got provided and needed to do the retopo to be able to do any deformation to it at all, since it needs to act as rubber. Its completely geometry and irregular shape as shown on schematic view on first screengrab. But i think I'm on the right track now. Made clean mesh without details, just heed to figure out the best way to project original mesh to simple mesh and bake this geo details to displacement map. Think this way i can make fast inside out morph of simple mesh and details i can control with displacement map with change from 1 to -1 in Redshift material. In earlier R&D test I managed to make effective/interesting morph + jiggle deformer to make inside-out transition but curved details are the problem, as you can see those inside details stay oriented inside and could not find the simple scale/normal scale etc. to make them stick outside after morph.
  14. Hello, I need to morph object from the attached screen-grab by turning it inside-out like rubber toy. NOTE! needed to replace previous real mesh screen-grabs (confidentiality) with schematic one but you'll get the picture, just imagine that white is elevated geometry. My approach was to divide morph to two polygon groups, inside and outer ones, and scale it on Y 100% and to XZ a little to get inside out and outside in. This would be very easy if there was no different geometry bumps on surfaces. Other idea is to make similar base mesh with no bumps, go to sculpt mode and project this one to new base mesh and bake displacement and make displacement negative when base object is morphed to inside out shape. Anyway I have a problem projecting the original mesh to new one, any link to tutorial how to do this properly? Any other idea how to approach this problem, how to scale those geometry bumps to get them on the other side? Thank you. DS
  15. My wish list: 1. Option to use old Icons. Don't know why they changed those to monotone unrecognizable icons. For me one of the best features in C4D were color coded icons, by shape and color it was very easy to see where your desired icons are on the interface. 2. Return possibility to use old .lib4d libs. It was easy to transfer files from comp to comp that way, more compact. New assets system is a little confusing for me and it takes longer time to initialize, and not even sure how to transfer the on the other comp. 3. Commands/plugins need to have their unique code number. Every time new release is there or if you add another plugin, some commands/plugins change call number, so scripts I made for myself to automate some processes needs to be edited/updated every time there is a change in c4D file structure. 4. Return compatibility to open older C4D files. How hard is to have module that can read and convert older file format!? There are lots of web-shop assets saved in older C4D format and you are unable to use them in new releases. 5. Stability!!! That was the strongest side of C4D for years, and in a few latest releases that is far from stable releases.
  16. Yep, I still got R19 installed for conversion purposes. But I can't believe that Maxon did not leave some app module live for that conversion purposes, At least they could make some conversion tool. There is a mas-market with c4d scenes/objects but can't be opened in newer revisions, such a shame ๐Ÿ˜ž
  17. Hello, I still have R20 and few perpetual licenses before R20, and in my workflow I often buy some objects from web-shops which are made with earlier C4D revisions. i think i usually can open it in R19 and save it to be able to open it in R20. Since Maxon changed file format and older files can't be opened with newer revisions, how do you guys using subscription model deal with this issue? Is there an way to open old model in for example R24? Thank you.
  18. I don't know what you mean, just played with the demo and you can rearrange windows same way as before, undock, drag to dock, convert to tabs, all works as before as i can see. Not tried it on WS with redshift but i think it should be the same as before since redshift windows work in same manner as native. I have lot of windows tabbed in lower part of the interface; dope/curve sheet, render settings, RS node editor, etc. But project tabs at the top are fantastic addition, with xtabs plugin it was so convenient to work i could not imagine working without it any more.
  19. Hello, I made myself the scripts to load some often used user saved content objects/items. For example I have a palette button which starts the script loading Redshift Dome light with my settings. c4d.CallCommand(300000111, 1090) # Load Object Preset That object has ID 1090 in content manager, but if I save a new object to user content that ID changes and all my custom scripts calling often used user objects/items are broken (calling wrong item) and I would need to change new ID numbers in all of those scripts. My suggestion to MAXON developers is to make ID system that gives unique ID for every added item so that item ID stays the same no matter how many other items we add. Thank you.
  20. They are already at medium, small are too small. U ZG nije loลกe, bit ฤ‡e bolje ๐Ÿ˜‰
  21. At some other forum i got this reply: So a little bit blurred viewport is known issue and will be addressed someday. Regarding Icons, its just that my layout is configured that I have most of tools/commands in icon palettes, and with R21 medium icons are a little bit bigger so they don't fit all in my layout and take a little bit more interface space. Probably MAC is another story but to me personally interface for PC was better in R20. Well anyway I'm just testing the demo for now, R20 is quite enough until those small issues are fixed.
  22. Hello, I have 4K monitor/Windows10 (125% default scaling) and in C4D R20 fonts size is raised to 13, icons are medium and all looks fine. I tried a demo of R21 and noticed that medium icons are now bigger and OpenGL viewport is a little blurry at default scaling of 125%. It does not look fine with my personal layout. Is there a way to force ONLY C4D R21 to 100% scaling at 4K monitor? Then icons look right size and I can raise font size. Thank you.
  23. Here are some answers I got from EU MAXON that may clarify some things for long-term users: you have several options: You could extend your current MSA for another year (from September 2019 โ€“ August 2020). In this case you would get a permanent license of R21 in the beginning of September. Then you can decide to stay with the permanent license or to switch to subscription. As long as your MSA is valid we have a special offer for two years โ€“ you can switch to subscription for 959,81 Euro net (this price is the two year price) and we also check the remaining months of your MSA and credit this amount. Please note that with the change to subscription the permanent license of your R12 will no longer be valid You can start with subscription in September. If you order the subscription in September we can offer you the same like above You can start with subscription in October or later โ€“ in this case we can offer you a price of 479,90 Euro for the first year. In the second year you would have to pay 599,88 Euro net You can upgrade to R21 perpetual for 850 Euro net Cineversity is part of the subscription. If you want to add Redshift then you additionally have to pay 240 Euro net per year (so it seems that the amount you have to pay at the moment is a bit cheaper). If you have further questions donโ€™t hesitate to contact us
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