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RobertL

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Everything posted by RobertL

  1. It says up to R17 is support.. also its shop is closed.. for even the price is 0$ Do you have a download link for a working version?
  2. I couldn't work with C4D without having Modo backing me up. The modeling, UV-ing and retopo tools are simple done in a much more artist friendly way then in C4D. I wish there would be a goModo and goC4D button that links both applications. Yet R20 improved a lot in my workflow. Still edge creasing and SubD workflow is not very good in C4D. I actually tend to use just the redshift tag to do SubD as the results on UVs are much better then with C4D's subD item.. and yeah tags are just be the better workflow, maybe someone could even convince the Redshift developers to allow a selection or vertex tag to filter SubDs. (I don't start modeling SubD in C4D) Yet there is a lot nice stuff in C4D too. They just made the mistake to make every operation a tool. In Modo loop selection or selection in general are no tools. You would choose rectangle selection to get away from selection paint. Its just left and right mouse button, so the propose of that tool doesn't even exist in Modo. Same for loop or grow selection, its all in the basic tools. This speed up modeling a lot. Modo was first a modeler and everything else came later. Probably the reason for this. In order to use both application I changed a lot shortcuts and add scripts where ever needed. C4D is the last 3D I learned, after learning and using all others in production, except Blender. I can't say any 3d product is perfect for everything, but I really like C4D for where it excels compare to the rest. Its more like, every tool has its market. And if I would just model, I would stop using C4D.. but its not what I do. There are reason why tools like zBrush and Mudbox exist, or else. Now what I would really find interesting is, how people fill the gaps of missing functions and tools when moving to another software. I mean, I still find it extremely hard to manage scenes in C4D with hundreds of select set scattered through the object browser. I don't get that concept, it messes up my scene. Ok, I found a detaching Object to material groups script. But, its terrible slow. I really don't understand why its crazy fast to convert the whole scene with thousands of object into single mesh, but take ages (in my case 30 min) to break a 500.000 poly mesh up into 50 different groups? How do you solve that?
  3. Thats the old script link: http://www.welter-4d.de/fplugs/freeplugins_en.html#copypastepolys In general its about coping a selection of polygons to another object. incl. Cut Polygons and then paste. And support of Materials, normals, tags..etc.
  4. Now with R20 the copy/paste polygons script is gone. No idea if it comes back at all. (Doesn't work with Insydium bridge). The Split command could be an alternative, but it force you does a duplicate split, not a real detach and still you need to merge the new mesh to the one you like. So... does anyhow yet has a solution for R20 that fills that gap?
  5. I want to script a command and find only examples using Coffee (I'm on R20 now). Anyhow the python log doesn't record the action I want. Here is what I want: I want to use a short cut to select the reference object of an instance. (Currently you need to go Attributes/Reference Object submenu, 'select element') Anyone can help me on that? And at bonus an example on how to do that on multi selection (result in selection multiple elements) would be nice.
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