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Rolands Zilvinskis

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Everything posted by Rolands Zilvinskis

  1. Apparently it happens because of the textures that I have applied on the character, but they are Octane textures, so why would that have any affect in the viewport? Makes absolutely no sense
  2. Hello, I've got a pretty simple thing that is causing me some very weird problems that I've never experienced before. I uploaded a character to Mixamo, downloaded a couple of animations, imported them into C4D, added motion clips but when the animation plays the geometry of the character becomes completely messed up? I've attached some screenshots so you can understand better. What the TL looks like, nothing out of the ordinary? What the character normally looks like: When it transitions into a second motion clip and the geometry gets ruined: I noticed this happens because I move the pivot point forward in space just to match where the character is at the moment of the second motion clip, because the running animation actually moves in space instead of running in place. Should the running animation be running in place to fix this issue? Cheers
  3. Not sure what happened there, but some other object was causing the issue, so I just disabled and re-enabled it and now I get highlights again. Gotta love these weird c4d glitches lol. Thanks for the help.
  4. It's on yeah, that should've been it, right? It's enabled but objects are still not being highlighted.
  5. Hey, Got an easy one for you, when I hover my mouse over an edited mesh or object the edges or polygons are not being highlighted as they normally would be, I must've accidentally pressed something in the project and now I can't find how to get it back. It only happens in this project, when I open a new one the polygons are being highlighted as normal. What do I need to enable? Cheers
  6. Hello, I've run into an issue, hopefully someone knows the answer to. I've got an emitter emitting some objects with xpTurbulence and xpSpin modifiers applied. Underneath I've got a surface that the emitter objects will eventually reach and I'm using xpSticky so they don't fall through and stick to the surface. My problem is when the objects reach the surface the modifiers are obviously still active and the objects that are on the ground keep moving and spinning around and it just looks weird. My question is is it possible to disable the modifiers on those objects exactly when they touch the surface? Cheers
  7. Nevermind, the OpenGL settings in R23 are under Viewport Hardware now. Thanks again
  8. Ok, thanks for the help, I'll make sure to contact MAXON and hopefully there's a solution for this.
  9. Funny enough I don't have OpenGL settings in the preferences, I'm sure it was there before on a previous R21 version, so maybe it really is the drivers. I'll contact MAXON. Thanks for the help
  10. I've attached the file. I'm using the latest Studio Driver 456.71 for RTX 3090 cube.c4d
  11. No, I only included that as an example. It happens even on a basic cube, I don't think it has anything to do with geometry, but instead something in the preferences. See another screenshot attached, just a simple cube, no geometry.
  12. Hello, I just installed a fresh version of C4D and I'm getting this weird banding when hovering over or selecting objects. See screenshot attached. I think I encountered this before and changed something in the preferences, but I can't remember what it was exactly. Anyone knows a solution to this? I'm on R23. Cheers
  13. Hello, I've got a slight problem with beveling. I subtracted the shape from the big shape using a boole and then wanted to bevel the edges as you normally do, but my bevel on one of the edges is going the other way. I've encountered this issue a couple of times before, but always managed to find a way around it, but not this time, I've literally tried everything. Anyone knows how to resolve this issue? Thanks
  14. Nevermind, I found a video on YouTube that covers exactly this topic, if anyone ever finds this thread and is interested here's the video -
  15. Cheers for the help, but I'm not sure if I got it to work correctly. I copy the mesh, apply a pose morph tag, tick Points, then do I drag the original mesh into the Poses area or below in the advanced tab target? I've tried both and either way it makes the mesh go completely wonky. not sure what I'm doing wrong? You can check out the scene file here, if you have a chance to look at it. Cheers
  16. Hello, I've got a simple animation on my mixamo rigged character and I'm just wondering what is the proper way of cloning it? Because when I put it into a cloner the mesh stops moving and stays in place while only the joints move. I've tried all instance modes. I found somewhere else on the web a solution of making the character an instance and then cloning the instance, which seems to work, but I also wish to offset the animation so they don't move all at the same time. I've tried using a step effector, but I've heard that effectors don't work on instances, or am I wrong? Cheers
  17. Hello, I have a number of normal objects, created from a voronoi fracture that have been made editable and I applied a dynamics tag on them and dropped them on the floor. How do I remove the dynamics tag, but keep the exact position at frame 0 and not frame 1? Because when you set initial state and cache the dynamics the simulation goes into the set state on frame 1 and it is quite annoying. Is there a way to set it to frame 0? Thanks
  18. Thanks for the reply. If it's not possible then is there a way to achieve a similar result to turbulence? I've got a bunch of dynamic cloner objects floating and bouncing against each other within a collider body, and the turbulence works perfectly for that, but the looping is an issue. I suppose achieving the same thing with like a looping noise shader or random effector wouldnt be the same?
  19. Hey guys, Is it possible to loop a turbulence force that affects a bunch of dynamic cloner objects? I've tried using the mograph cache tag and messing with the range and offset and loop settings but just can't seem to get it to work. Also is there a way to offset the simulation so the turbulence stars a bit later and loops from that point? Thanks
  20. I've heard that Daz and Cinema 4D don't really like each other as much, especially when it comes to FBX. I uploaded the files to my Dropbox, you can downloas them here and check them out for yourself if you like - https://www.dropbox.com/sh/hjnfs8rfhf0fzho/AAANkLKwvvRetm-GgsZJ1hv9a?dl=0 The OBJ file comes in perfectly fine as usual, can always trust OBJ's if working with just static stuff. So, I mean it isn't the end of the world if I'm not doing animation, I can just use OBJ but for the future if I do want to do animation or even do some small adjustments within C4D with the FBX then yeah this will be a problem. It's a bit of a shame that C4D and Daz have these issues between them.
  21. Hey, I'm not sure if I've posted in the right category, but couldn't find anything suitable. Basically, I've ran into an issue with clothing when exporting an FBX from Daz into Cinema 4d. I've attached screenshots below. As you can see, the first screenshot is how the clothing looks in Daz and the second one is how it looks when imported into Cinema 4d. Completely broken and not matching the character. It's a simulated piece of clothing within Daz so maybe that is the issue? Because I don't recall having a similar issue before when I used normal clothing on characters. I've tried probably every different export setting you could try and whatever I do it still comes in broken. Am I missing something here? Thanks
  22. Thanks for the reply. I did mention already that I did lower the particle distance all the way down to 5. Anywhere lower than 5 and my PC starts to really struggle, even though I have a 2080Ti. Having said that, with particle distance of 5 the cloth still appears bumpy in C4D. One time I even tried to go as low as particle distance 1 and on first glance it looks fine in C4D and under normal lighting you most likely would not see the bumps, but they are in fact still there. And I don't think the smoothing effect on the model would make any difference, because the cloth is hanging off of the model, so it isn't even touching it. I think MD uses weird geometry divisions, which cause these troubles later in C4D. I will try using the new Retopology feature and make my own quads and see if that fixes the problem. I got a feeling it will, so will give that a go. Yeah, I usually sim using the leather preset and in my answer to Dan above I mentioned that I lowered the particle distance down to 5 and even to 1. Anything lower than 5 and my PC starts to choke. I also tried both triangles and quads and noticed that triangles looked worse than quads in C4D and most of the time they even looked a lot worse with subdivision surface on. And yes, I also tried both thick and thin options and unfortunately there was no difference really. I think the new Retopology feature is the way to go in this case, as I mentioned to Dan above, I will give it a go and see if that works, as I think that might be the only solution to get around MD's weird quad subdivision. Thanks for the replies
  23. Hey, Anyone here familiar with Marvelous Designer? I'm using MD9 and I've ran into an issue. I've only used it for a very short time, so I'm not too familiar with it. Basically what happens is I create a simple garment in Marvelous and export it to C4D as either fbx or obj files and the garment never appears to be perfectly smooth. I've tried applying subdivision surface, cloth surface or smoothing deformer and most of the time these make it look far more worse. Every other tutorial I've watched about MD to C4D all they have done is apply a subdivision surface and the cloth becomes perfectly smooth, but in my case it always appears to be bumpy or rippled. I've also, of course, tried lowering the particle distance inside of Marvelous and it has had no affect. I've attached a screenshot so you get a better understanding of what I'm talking about. What am I missing here? Thanks
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