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AggressiveCrab

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Posts posted by AggressiveCrab

  1. hi,there , recently I am doing a character modelling and trying to create joints by useing character, btw I am using a win systerm pc  ,and i found that everytime when I click ' Arm(IK/FK Only) ' , I get two kinds of joints ,one is IK and another is FK . I watched many tutorials and they only get IK , I dont know what I missed , tried many times , have no clue why I still get two kinds of joints , BUT when I use my macbook to do the same thing , I get the IK joints which is what I want . pls check the pic I uploaded , thank you 

    Snipaste_2021-05-22_15-40-09.png

    Snipaste_2021-05-22_15-40-41.png

    Snipaste_2021-05-22_15-34-01.png

  2. On 4/7/2021 at 6:36 PM, bezo said:

    You could ask directly autor of this tutorial on discord...I saw him few times there on another modeling guru John Dickinson´s channel...

     

    https://discord.gg/GJDjQVHC    (hope it´s correct link)

     

    or get search in discord "3D Modeling" word. John Dickinson appear immediatelly

    hey bezo,yes I download the discord and I am a member of it haha, I saw you also in the group

  3. On 4/7/2021 at 10:11 PM, Cerbera said:

    I would say if you have watched, and adequately understood that course then you shouldn't need more tutorials for a good long while, and the next stage of your learning should be all about the 'doing' rather than watching the videos ! 🙂 But now you have a solid understanding of the modelling toolset for example, then a whole load of modelling tutorials that were beyond you before should become useful now, because now you should be able to watch (for example) any Youtube modelling tuts in any DCC, and should be able to translate the various tools and techniques used in them to Cinema's own toolset. To that end I recommend the modelling work of Arrimus 3D in 3DS Max / Blender. He's a bit hacky-slashy sometimes with the knife tools, but he has some valuable insights into modelling strategy that only doing tutorials on it for 20 years will get you...  

     

    CBR

     

    yeah, cerbera , I very much agree your opinion ,I realised that , so recently I am trying to observe the shape and structure of every stuff in my house and try to model them . it helps me to deep understand what I learned . and heavily agree your words  " be able to watch any Youtube modelling tuts in any DCC, and should be able to translate the various tools and techniques used in them to Cinema's own toolset. "   thank you very much for your suggestions  and the recommedation !

  4. 14 hours ago, Cerbera said:

    No, I repaired what you had, as follows...

     

    1. Add these 4 edges using line cut.

     

    image.thumb.png.6e3247b6bc2a47200817eb4aaffc2dfb.png

     

    2. Then select these edges, and Dissolve them.

     

    image.thumb.png.d9e3d092d629df298ae076ca8c7cd555.png

     

    That should leave this result. Note I have also used slide to move the adjacent points out a little to minimise SDS pinching at the sides where the polys were a little close.

     

    image.thumb.png.25fe5257dc9d5f9ba0b9637ab11ef973.png

     

    Now we only have 4 counter-flow edges, less disruption to edge flow generally and rather more even poly distribution.

     

    CBR

    thank you so much for your time and screenshots  , gentleman 👍 ,I understand it now , and also realised sometimes I need do it manually haha , be flexible !  thank you again , have a good day !

  5. 10 hours ago, bezo said:

    Remove n-gons not work for you because you have selected  few side polygons on model. But you call command in point mode, so you could not see if you have selected something, all or nothing...

    Go to polygon mode, select n-gons (or all or none polygons) and apply command...

    oh yes , when I switch to polygon mode , I found there are many other polygons been selected , and remove n-gons works well after unselected polygons , this basic skill helps a lot , thank you  bezo !! have a good day !

  6. hi cerbera ! thank you for replying , did you choose 4 polygons and use inner extrude to make this ? ↓  

     

    image.png.c6d533348d40c3955336486c403d4ebc.png

     

    and sorry about my english , I am still learning ,  😅 I don't much understand ' it is usually a mistake to cap a hole with topology at 45 degrees to the rest of the edge flow ' , I tried to figure it out ,but still failed ,  thank you so much for your time ,  really appreciate !  

  7. 52 minutes ago, Rectro said:

    Hi

     

    It sounds like you dont have Deform Editing on.  If you press Shift + V  or go to your view port Options/Configure on the right side of UI your have the option Deform Editing in Display tab.

     

    image.thumb.png.5c4689d93577be5854cada4d2505af5b.png

     

    Dan

     yes ! thank you sooo much , I guess it's a simple setting somewhere  , it took me almost three hours!  😆

  8. 15 minutes ago, bezo said:

    Your screenshot tells about Octane renderer, so I move your thread to Octane renderer forum. You could check manual for Octane to know how to get render result (and if it´s posible) to send render result from octane renderer to the picture viewer. Since used octane scatter object (I supposse), native renderer don´t know about it...

    yeah , I forgot the scatter . i guess so ! thank you!

  9. On 3/24/2020 at 2:36 AM, Stormxral said:

    Sure the problem  was it was a simulation so i had to render it as an animation and not as an image as the picture  viewer  cant render  an stimulation(animation).I rendered it as an animation and it worked beautifully!

    hi  I come acrossed the same issue as yorus , dont much understand what you saying ,could you make it step tp step  ?  thanks a lot 

  10. hi there , this might be a basic question , the thing is , i creat two object and they are editable. i set the Z axis same parameter of two points ,but one is higher .the other one is lower , they are not the same level at Z axis  .i know there is a normal way choose points and scale them to makeone axis same,but i just want to learn how to put parameter in the box to make it , pls kindly to check the top view pics . thank you for you time  . 

    Snipaste_2020-12-09_13-44-27.png

    Snipaste_2020-12-09_13-44-02.png

    Snipaste_2020-12-09_13-44-50.png

  11. On 12/6/2020 at 6:05 PM, bezo said:

    In some cases height segments of cylinder could cause problem when boole calculate intersection between overlapped edges, but you could solve it with just single height segment or if higher segmentation moved cylinder to place when not collide height segments edges with border of other object...

    1.thumb.png.d751c688090b7e9fc7121f38c7f96e42.png 

    2.thumb.png.4872393587f8df7b47ca68aa4800ead4.png

    3.thumb.png.845821e0a2bfd505344e53b5e2a0a7bb.png

    really appreciate your detail reply . i got it , and i tried it , but still not working , i guess the problme is cuased by the body object . so i rebuild the controller body object ,it works . and i retried angain , it didnt work again .. 

  12. On 12/6/2020 at 6:17 PM, Cerbera said:

    Slightly confused as to why you would use a horrible boolean for this - whilst bevel works for me too, look at the awful surface it gives you ! Sure you can fix this with phong breaks, but if you do it a different way you will have a lot more surfacing options.

     

    image.thumb.png.85a058f169846bd2ffaa9a2624f0d683.png

     

    Presuming you don't yet have the modelling skills to make this properly out of polygons, why not just add a circle spline to your original spline object so it gets generated with the hole by the Extrude Object ? You'll get a much nicer surface if you do, and the added flexibility of being able to use delaunay caps so you can avoid the horrible ngons...

     

    image.thumb.png.4eadd371942bdab4e15d4d788cc156a8.png

     

    CBR

    hi cerbera ,thank you for your advice , yes today i tried the spline union substract ,its smoother than i use a spline to draw , and there is no longer problems , so i guess its the problem of the object i created by spline draw .

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