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RTKU

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  • First Name
    Coren
  • Last Name
    Cassell

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  1. I never knew you could drag to rescale manually. This solved the problem. I was always relying on the Scale function in the menu, and that thing kills keyframes. Thank you.
  2. I have a 6 second animation (30FPS = 180 frames) that I need to scale down to 4 seconds (120 frames). There are a ton of objects being animated with multiple properties (position, scale, rotation, etc). No worries, right? I open my Dope Sheet, select all of the keyframes, I use the "Scale" function and type in (4/6 = 0.667) and everything basically scales to 120 frames. But.. not quite. It looks like about 15-20% of my keyframes are completely destroyed. Specifically keyframes that are close together. Like if I have keyframes that are only a few frames apart (eg: 5 frames apart), it's like the scaling function just arbitrarily kills them, rather than keeping them at all costs and just eliminating empty frames between them. It means my animations get destroyed. These keyframes are critical. So what is the right way to reduce the overall timing of an animation in C4D?
  3. Let's say I have 5 people on my team. We're all C4D users working on a set of renders for a project. We're all Redshift users as well. We'd like to develop a library of our own materials that we all commonly use. A "single source of truth" for our team. We have different concretes, metals, papers, etc. For example If one person makes an update to a material asset (like a Roughness file, or a Normal map file), we should all be able to re-open our projects and see the results updated. Right now, we all have a Dropbox with a shared folder, like so: \Dropbox\Materials\ \Dropbox\Materials\Concrete\ \Dropbox\Materials\Concrete\Smooth 01\ (Containing roughness, albedo, diffuse, normal, etc). So right now, my team has to painstakingly create the same materials that reference those assets in every new scene. Sure we can sometimes copy & paste those materials from one project to another. But more ideally, we'd have some sort of team material library that contains ALL of the settings, which can be searched/etc and pulled from. What's the best way to do something like this? How do most C4D teams handle this?
  4. Will do, thank you! How did you create those edge loops? When I select the faces of that model and select the Loop/Path Cut tool, it doesn't allow me to insert loops anywhere. The lines don't appear for some reason.
  5. I created a very basic folder using a few planes which I extruded and added some light beveling deformers to. I've rotated the flaps to the angles I'd like them at. However, I'm now trying to arc/bend them just a little bit so it looks more natural and not so stiff. I've tried the bend deformer countlessly but I just can't seem to orient it / position it / work the parameters so that it has the desired effect. It also seems to distort the model heavily (by making it thick, rather than simply bending it). Here's a reference image I'm working against, my scene, and the attached file. The desired result for me would be that the far edges of each flap are naturally weighed down a bit by gravity. What's the most effective way to go about this? Folder model.c4d
  6. The default formula for the Formula effector is: sin(((id / count) + t) * f * 360.0) t = 1 f = 1 I'd like to use this formula. It's controlling the Y position of a bunch of clones. My scene is 10 seconds long (300 frames). It loops perfectly right now, but the frequency is too high. I'd like for it to be a much slower wave, but I need it to loop perfectly across 10 seconds. If I change "F" to 0.25, it makes the wave slower, but it doesn't loop. So I'm not sure what's the best value for me to be controlling. I basically want it to be about 1/4th as fast as it is now across 10 seconds.
  7. @bezoyes exactly! I'm going crazy trying to figure out what you did differently in your scene though, I must be missing something obvious!
  8. I've never been able to figure out how to combine multiple shader effectors together. Here's an example scene of what I'm trying to achieve: I have a plane with a circular gradient on it. I have a shader effector that uses the plane's material tag to change the color of the clones. This is easy and works perfectly. But I also want to have another shader effector, which selects a random color (from a Multicolor shader made of colors I can control). I want those colors either screened or lightened on top of the black/white gradient beneath it. The end result would be random colored cubes towards the center, gradually fading out to pure white. However, when you add 2 shader effectors like this, one simply cancels the other out. What I'd really like is for the "Black & white shader" to only affect the first layer, and for the "Add color" shader to effect the second layer. How can I achieve this? example.c4d
  9. Jeez, so what's the best way for me to remove a cube shape like this in the future without so much going wrong? I've tried different approaches and everything just seems so incredibly complicated for such a simple result. I just tried to subdivide a face and then extrude it inwards and clearly that fails spectacularly too... https://www.dropbox.com/s/g4epda088lyuf90/cube.mp4?dl=0
  10. I made an extremely simple wall with a cubic shape cut out of it. It's incredibly simple. So why is my bevel deformer utterly failing at nicely beveling all of the edges? Why is it also creating all of these weird artifacts? Notice how the bevel starts to fall apart towards the back of the shape? Is my model damaged or messed up somehow? It looks like every vertice is perfectly connected.. What am I missing here? cube corner.c4d
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