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Magic Holo

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Everything posted by Magic Holo

  1. To hide some objects specific to Cameras - use one specific script of AR Scripts for that. https://github.com/aturtur/cinema4d-scripts Inside the script collection look for >Python Tags>AR_PyTagShowIfCorrectCam. You have to assign this TAG to the object you want to show/hide if you look through a specific camera and drop the desired camera in the user data "link field". You can switch between the actions to show/hide if active for more complex setups. This was tested using AR Scripts 1.74 with C4D 2023.2.2. To my knowledge, it is currently not possible if rendering a composition of different cameras inside the view-port with the help of the mograph>camera shader, to hide the same object from being shown in cam1, and at the same time hide this same object from the other cam2. I also think it is not working in Unity or Blender. Maybe Unreal Engine is able to hide objects in real-time within the same scene specific to the camera, without the need to have an active camera. Other than that you can use different render passes, or just takes and render the cams one after another. Then comp the final cam output back together in AE.
  2. No matter what combination of the C4D importer you choose, it never gets you the character pointing head upwards. I also tried the FBX export forcing option in UE export. This is exactly what still happens in Cinema 2023.2.2 with UE 5.3 mannequin - and this solution works. I still need to find out, how to correctly export back to UE.
  3. I started a new scene, and copied the parts over and can confirm now, the "Time Scale" value in the bullet system works as expected. Thanks!
  4. Thanks for the feedback, that this works on your scenes. Concerning the "Time Scale" value, good you mentioned that this will only work on "live" simulations. I'll invest more time on my end to get it working. My current fallback is to render 120fps an do the re-timing in After Effects. But, I'm not sure and can't confirm, if After Effects will effectively use additional frames, when used selectively on certain ranges with an animated layer time stretch. The only information I have here, that Adobe does "some magic" when interpolating frames in the background. The final output has to have 60fps. I'll keep you posted concerning the progress.
  5. I was just wondering, why the keyed value "Simulation Scene - Time Scale" has an X-Particles icon. As to my understanding, the value is the regular one, from the c4d dynamics, and additional sim parameters of x-particles are in the seperate x-particles section of the project settings.
  6. Update: I made sure to deactivate the playback for the externally cached fracture object, as re-timing of the cache itself is not working here. I'll use cache re-timing for the X-Particles and Realflow sims later in this scene. But, changing the value for the dynamics between 0001, 1 and 20 has also no effect on the speed of the sim. Any ideas how and where this could be achieved?
  7. I've briefly looked to re-time my dynamics simulation to have slow motion effect. According to some online tutorials, in previous version of cinema this used to be possible here: Project Settings > Dynamics > General > Time Scale [0-100%] To slow down the motion, a value between 2% and 5% seems to work. But, in Cinema 2023, changing the value "Time Scale" has no effect. Project Settings > Bullet > General > Time Scale. As the dynamics have been heavily reworked, I wonder if someone has experience with similar values for the new system: Project Settings > Simulation > Scene > Time Scale [0.001-∞]. Thanks.
  8. I can confirm, this is not an issue anymore in 2023. Finally being able to work in our studio environment, using a network storage for sharing the projects, and being able to save continuously the files (in 1 second instead of 15 minutes) is such a relief of pain! Thank you Maxon for this version! R17-R21 was driving us nuts for years.
  9. Okay, I've tested saving the same .c4d scene file (7.88 GB) in R21 and in R27 to the shared network folder. When loading the scene file in R21 it took around 11 minutes to load. Saving this scene in R21.207 also took around 11 minutes (7.88 GB). I then opened the scene file in 2023.1.0. (R27). Saving the file was instant (less than 1 second!), but the file size ended up just being 12.6 MB. So, I opened this scene file saved created by R27, in R21 and everything seemed to be present, but when saving again, the file size ended up being 12.7 MB. Now, I tried the old trick, to copy all objects into a new scene in R21. I did that with the 7.88 GB file and saved. Now, I get 12.3 MB. Well, I can't draw a conclusion from my findings.
  10. Thanks for pointing that out. That would be the most comprehensive solution. I will test this and come back here to confirm.
  11. problem: [R21] slow saving of .c4d file to network share (LAN) - Same issue in Blender has potentially been solved via plugin! It has been very well explained by a blender user and is exactly 100 percent true cinema4d [R21]. https://blender.stackexchange.com/questions/149926/saving-blend-files-straight-to-server-nets-0-5-speed-of-a-windows-file-copy-ho As soon as any of the .c4d files are prepared for rendering on the farm by using the internal mograph cache, file sizes explode from 50mb to 50gb. As such, saving those files to the network share for each small change, can take up to 30 minutes. At the same time saving the file locally and copy via explorer takes seconds. The related GitHub code for the blender plugin is available here: https://github.com/woutervddn/blender_addon_save_by_proxy I'm looking for a permanent and fundamental solution, not a workaround. - copying the files locally by hand, saving the changes and copy those files back is not an option, because it could lead to many human mistakes when many people are involved - using a version control system like Perforce/Helix core for check outs/check ins is not an option, because it adds an additional prog to the pipeline - modifying the way cinema saves files, is not an option So, how do you usually handle those issues?
  12. Magic Holo

    solectrix_cam_02

    From the album: Cinema 4D

    © Copyright © Magic Holo 2022

  13. Magic Holo

    Cinema 4D

  14. Magic Holo

    test2

    From the album: Cinema 4D

    © Copyright © Magic Holo 2022

  15. Magic Holo

    robot_01

    From the album: Cinema 4D

    © Copyright © Magic Holo 2022

  16. Magic Holo

    schott_comp

    From the album: Cinema 4D

    © Copyright © Magic Holo 2022

  17. Magic Holo

    test1

    From the album: Cinema 4D

    © Copyright © Magic Holo 2022

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