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Mats

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Everything posted by Mats

  1. Sorry for answeringen such a old thread. But this was the thread that made me aware of Harvester as an plugin. Use the contact form at their page http://www.totalemersionstudios.com/ Nate will then get you up and running with the latest version. I am currently working with C4D 2023.2.0 using Maxon ONE subscription. Nate's latest version of Harvester works as expected. And harvester feels so much cleaner then motion clips, since you can store the animation and retain the actual keys. no need to bake on every frame.
  2. I am using selection filter sett to splines and nulls. and that work great, so i dont miss select other things. But some times the controllers are a little small, and when they dissapear innside a mesh, i need to click around until i hit it. If it was possible to see it like the joint objects innside a mesh it would be alot easier 🙂 I guess i could go teh Xray rout. Just sounds so much easier to turn on a display option of some sort for the controllers. But if that doesnt exist then i gotta do it another way. Thank you for the tips.
  3. Hi. I am working with the toonrig in cinema 4D 2023. And i am struggeling a little with the controllers dissapearing innside and behind objects in the scene. is it possible to get the controllers to be "always on top"? or always visible trough objects? I can see that bones/joints have that effect already. Cheers -Mats
  4. Hi. My lack of experience with the toonrig might shine trough, but i got a scaling issue when using the IK/FK_Blend slider on the toon rig. The first idea was that I might have scaled the FK or the IK. but as you can see in the attached gif. 0% and 100% is the same scale, its just the in-between that scales.
  5. Yes i noticed myself with great disappointment that the 3D capture of objects only works on MAC apparently. The body movement works fine tho.
  6. Did you ever find a solution to this? I am struggling with the same thing.
  7. Update: Rigged the character again using Advanced biped. Did the same warmup routine. This one created the clip fine. So might be something with the toonrig that aint getting included in the clip creation.
  8. Hi. I was wondering if it s possible to create a warmup animation (the temporary animation you make to check if skinning is good) With the toonrig, then save it for reuse later on a new character later? I just read up on motion clip. So i have created a simple character, and rigged it with the new toonrig. Created a warm-up animation. I then choose the "character" node and went animate-> Add motion Clip... And created with the default settings. It almost works, but some parts are acting strange, elbows and knees seems to have changed orientation, and some strange movements on the IK movements. Is Clips the correct way to go? Am i doing something wrong, or is not toonrig supported for this? Thanks
  9. I got the same behavior. Only it seems to be a bit more consistent for ARTDIRECTIVE, then for me. I can work maybe 5min on the file and suddenly, and always, when i middel-mouse click to change from 4 view back to the perspective view witch i have in upper left. It crashes. It freezes.... maybe holding the freez for 20-30sec (feelslikeforever) then just closes, no errors, no report. Operating System and version: Windows 10 Pro Build 18363 GPU and CPU Make and model: Nvidia 1080ti / Intel i7-7700K @ 4.20GHz Cinema4D version: R23.110 Build RB330286 What were you doing at time of crash: Animating using the toonrig - Happens when i change view from quadview to fullscreen using middelmouse.
  10. Hi Been using Cinema R20 for 3 months now and I am trying to create this camera rig. No problem creating it manually innside cinema, but as a learning challenge i also wanted to try recreate it using python. I got 2-3 weeks of python experience, so this code is a result of alot of googeling and hack and slash from other codes. Constructive feeback is always welcome of course 🙂 It's a simple camera right with multiple nulls in a hierarchy. The master has a couple of sliders that will be used to control the camera ( see attached file) The creation of all the elements is in place. they are also in correct hierarchy. The part i am struggling with now is how i am gonna connect the different parameters to the different sliders. I have been trying to use python to create xpresso nodes and ports, with no luck.... that stuff is a mess for a beginner. I did however have a bit more luck making python tags and adding python code there to link together the parameters and slider. Here the issue is, i don't know how to add that inn to the "MAIN" python script that creates everything. like: pytag[c4d.TPYTHON_CODE] = # am i suppose to type the whole python tag code as a string innside here????? Hope someone one have time to spare to help me out with this one 🙂 thanks! "The code as far as i have come noe" import c4d import math from c4d import gui # Welcome to the world of Python # Script state in the menu or the command palette # Return True or c4d.CMD_ENABLED to enable, False or 0 to disable # Alternatively return c4d.CMD_ENABLED|c4d.CMD_VALUE to enable and check/mark #def state(): # return True # User Data functions def HeadingDataType(x): if x is None: return bc = c4d.GetCustomDataTypeDefault(c4d.DTYPE_REAL) # Create default container bc[c4d.DESC_NAME] = "Heading" # Rename the entry bc[c4d.DESC_UNIT] = c4d.DESC_UNIT_DEGREE bc[c4d.DESC_STEP] = math.radians(0.1) bc[c4d.DESC_CUSTOMGUI] = c4d.CUSTOMGUI_REALSLIDER bc[c4d.DESC_MIN] = math.radians(-360) bc[c4d.DESC_MAX] = math.radians(360) element = x.AddUserData(bc) # Add userdata container c4d.EventAdd() # Update def PitchDataType(x): if x is None: return bc = c4d.GetCustomDataTypeDefault(c4d.DTYPE_REAL) # Create default container bc[c4d.DESC_NAME] = "Pitch" # Rename the entry bc[c4d.DESC_UNIT] = c4d.DESC_UNIT_DEGREE bc[c4d.DESC_STEP] = math.radians(0.1) bc[c4d.DESC_CUSTOMGUI] = c4d.CUSTOMGUI_REALSLIDER bc[c4d.DESC_MIN] = math.radians(-360) bc[c4d.DESC_MAX] = math.radians(360) element = x.AddUserData(bc) # Add userdata container c4d.EventAdd() # Update def BankDataType(x): if x is None: return bc = c4d.GetCustomDataTypeDefault(c4d.DTYPE_REAL) # Create default container bc[c4d.DESC_NAME] = "Bank" # Rename the entry bc[c4d.DESC_UNIT] = c4d.DESC_UNIT_DEGREE bc[c4d.DESC_STEP] = math.radians(0.1) bc[c4d.DESC_CUSTOMGUI] = c4d.CUSTOMGUI_REALSLIDER bc[c4d.DESC_MIN] = math.radians(-360) bc[c4d.DESC_MAX] = math.radians(360) element = x.AddUserData(bc) # Add userdata container c4d.EventAdd() # Update def FocusDataType(x): if x is None: return bc = c4d.GetCustomDataTypeDefault(c4d.DTYPE_REAL) # Create default container bc[c4d.DESC_NAME] = "Focus" # Rename the entry bc[c4d.DESC_UNIT] = c4d.DESC_UNIT_REAL bc[c4d.DESC_STEP] = 0.1 bc[c4d.DESC_CUSTOMGUI] = c4d.CUSTOMGUI_REALSLIDER bc[c4d.DESC_MIN] = -1000 bc[c4d.DESC_MAX] = 1000 element = x.AddUserData(bc) # Add userdata container c4d.EventAdd() # Update # Main function def main(): nMaster = c4d.BaseObject(c4d.Onull) nMaster.SetRelPos(c4d.Vector(0)) nMaster[c4d.NULLOBJECT_DISPLAY]= c4d.NULLOBJECT_DISPLAY_HEXAGON nMaster[c4d.NULLOBJECT_ORIENTATION] = c4d.NULLOBJECT_ORIENTATION_XY nMaster.SetName("Camera_" + "Master") nBank = c4d.BaseObject(c4d.Onull) nBank.SetRelPos(c4d.Vector(0)) nBank[c4d.NULLOBJECT_DISPLAY]= c4d.NULLOBJECT_DISPLAY_HEXAGON nBank[c4d.NULLOBJECT_ORIENTATION] = c4d.NULLOBJECT_ORIENTATION_XY nBank.SetName("Camera_" + "Bank") nPitch = c4d.BaseObject(c4d.Onull) nPitch.SetRelPos(c4d.Vector(0)) nPitch[c4d.NULLOBJECT_DISPLAY]= c4d.NULLOBJECT_DISPLAY_POINT nPitch[c4d.NULLOBJECT_ORIENTATION] = c4d.NULLOBJECT_ORIENTATION_XY nPitch.SetName("Camera_" + "Pitch") nHeading = c4d.BaseObject(c4d.Onull) nHeading.SetRelPos(c4d.Vector(0)) nHeading[c4d.NULLOBJECT_DISPLAY]= c4d.NULLOBJECT_DISPLAY_CUBE nHeading[c4d.NULLOBJECT_ORIENTATION] = c4d.NULLOBJECT_ORIENTATION_XY nHeading.SetName("Camera_" + "Heading") nFocus = c4d.BaseObject(c4d.Onull) nFocus.SetRelPos(c4d.Vector(0)) nFocus[c4d.NULLOBJECT_DISPLAY]= c4d.NULLOBJECT_DISPLAY_STAR nFocus[c4d.NULLOBJECT_ORIENTATION] = c4d.NULLOBJECT_ORIENTATION_XY nFocus.SetName("Camera_" + "Focus") newCam = c4d.BaseObject(c4d.Ocamera) newCam[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Z] = -50 newCam[c4d.CAMERAOBJECT_TARGETOBJECT] = nFocus #Tags expTag = nMaster.MakeTag(c4d.Texpresso) #Camera Tags camTarget = newCam.MakeTag(c4d.Ttargetexpression) camTarget[c4d.TARGETEXPRESSIONTAG_LINK] = nMaster focusTarget = nFocus.MakeTag(c4d.Ttargetexpression) focusTarget[c4d.TARGETEXPRESSIONTAG_LINK] = newCam #Protection Tags nBank.MakeTag(c4d.Tprotection) nPitch.MakeTag(c4d.Tprotection) nHeading.MakeTag(c4d.Tprotection) nFocus.MakeTag(c4d.Tprotection) newCam.MakeTag(c4d.Tprotection) doc.InsertObject(nMaster) doc.InsertObject(nBank) doc.InsertObject(nPitch) doc.InsertObject(nHeading) doc.InsertObject(newCam) doc.InsertObject(nFocus) nHeading.InsertUnder(nMaster) nPitch.InsertUnder(nHeading) nBank.InsertUnder(nPitch) newCam.InsertUnder(nBank) nFocus.InsertUnder(nBank) HeadingDataType(nMaster) PitchDataType(nMaster) BankDataType(nMaster) FocusDataType(nMaster) c4d.EventAdd() # Execute main() if __name__ == "__main__": main() Camera_rig_01.c4d
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