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BubbaDaCaveman

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Posts posted by BubbaDaCaveman

  1.  

    I have found a workaround and it will have to do for the time being, as even setting up all the priorities correctly in the entire scene didn't seem to have any effect on the bug.

     

    Wiggling the weight slider seems to keep the points where I intend them to keep. I was wondering, isn't this feature of Cinema 4D used much, since it's a really good system to drive a Pose morph for the shoulder at least. As the shoulder most of the time needs correctional morphs and most of the times it needs those when the joint has multiple rotational values. The ability to drive the morph with multiple values is great.

  2. Will a stripped down version of the file work? With no textures I mean. They would be too much for me to upload, right now.

    To recreate the troublesome scenario, snap some points of the model named Anjana to the red reference model. Then click on the model Anjana again, the moved points will snap back to wherever they were before.

     

    https://drive.google.com/file/d/1pE9tacbuHoxUcKSgrDjd9aElWNxVK01J/view?usp=sharing

  3. Four years ago I some how got obsessed with Class A surface and Nurbs and I wanted to build one too. Learnt Rhino then started building this Koenigsegg piece by piece. At first it wasn't pleasant to work with but the more I kept working with Rhino I kept getting better. So all I can say is keep practicing and you will start liking Cinema 4D too. It's a lot better than many other DCC apps.

     

    And this is with Cinema 4D. This wouldn't have been possible if Cinema was that bad, now won't you say?

    inquisitor-runcycle-no-credit.gif?w=1920

     

     

    Koenigsegg One_1 6.png

    Koenigsegg One_1 1.png

  4. So, since it's common to have correctional Pose Morph shapes for the knees and shoulders when they bend. How are you guys making them?

     

    At first I was building them without any problem, by first posing the model, then putting the Correction deformer under the skin deformer node. Do the editing on the Correction deformer then return back to the neutral pose and make a make a mesh from the current state. Then I use that mesh as the correctional Pose Morph shape for that particular pose and that's it.

     

    I did this process on all the fingers and it worked, but for some reason for the knees, it's not working anymore.

     

    I will keep looking for solution but meanwhile any help is most welcome.

     

    Regards.

  5. Or maybe use a pose morph to morph it back to a state when the model was symmetrical. Because right now the project is almost finished with all the texturing and rigging done. Deleting half to make it symmetrical again is not viable. It's quite common to slightly mess up the symmetry at some point of time. Fixing it should be easy. I don't know maybe with a script like Absymmetry or something. Is there a script like that for Cinema?

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