Jump to content

mrittman

Limited Member
  • Posts

    362
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by mrittman

  1. Oh nice! Thanks man this works great!
  2. Oh sorry, it's set to Integer, then used Cycle for the Interface.
  3. How would I write the python if Track Name was set to None? I want them all to be disabled if it's on none. I defined None as 0;None in my data type.
  4. I think I got it using the Time data type! time = control[c4d.ID_USERDATA,1] # Time data type time_sec = c4d.BaseTime.Get(time) # Convert time into seconds Found this in the documentation: BaseTime.Get()
  5. Yeah, I was just trying to use the Time data type, as it just makes it easier to position on the timeline, but it's outputting that crazy value: <c4d.BaseTime object at 0x14b15b930>
  6. Instead of using a Float slider for the start time, how would you use just a Time data type? The console keeps throwing back this when I output the Time data type: <c4d.BaseTime object at 0x14b15b948>
  7. Wow, I feel dumb...didn't know there was a python tag haha! Yeah man this is a nice little setup! You've definitely got a lot more experience with this coding stuff than I do. Takes me a lot longer to get my head around. Thanks again!!
  8. Oh man Takes are awesome if you've got a scene that needs a bunch of animation. Before Takes, I would have to break my C4D project into several files. Now I can do it all within one file. Oh shoot, my bad, I didn't see the dropbox link! I'll take a look!
  9. Oh that’s interesting, thanks for sharing man! Maybe instead of having 15 different sound effectors, I could just have 1. Then have a select box to choose which one to play? Then yeah, could also output the filename if need be. What I find kind of frustrating is when working with the Take System. When creating a new Take, it doesn’t show the waveform in the timeline, and I have to go back to the Main Take to see it. At least having this system we’ve set up let’s ya adjust the Start Time when under child Takes. I think I’ve spent way too much time on this lol. It’s the perfectionist nature in me :/
  10. I simplified it a bit so that the python xpresso node references the object name it's attached to. It's working great now! I really just wish the Start Time was built into the Sound Effector, and I wouldn't have had to mess with all this hah!
  11. Ahhh okay haha no worries. Thanks a ton for your help anyway though man I really appreciate it!
  12. Do you know if there's a way with your xpresso node setup to output the name of the currently playing track (wherever the playhead is)? Example attached.
  13. I'm having trouble creating the same xpresso setup you've got :/ This was as far as I could get, and I don't even know if it's right haha. I think I should use timeline sound, because it helps to be able to scrub the timeline and hear it play back. Doesn't the sound node just play a sound when it gets to a specific frame (ie. no scrubbing)?
  14. Hey, couple of python questions... Is it possible to display the name of the currently playing sound track in the viewport? Is it possible to create an input port on that Xpresso node and have an input field to set the name of the object? Just trying to make it easier to select the specific sound track without having to go into the Xpresso editor/python node. Thanks! Matt
  15. Oh my gosh man, you're a lifesaver! Thanks so much!
  16. Is it possible to drive the Start Time of a sound track with Xpresso? I tried a set driver/set driven on it, but this doesn't work.
  17. Yeah I'm hoping R20 brings the long awaited core update we've all been waiting for. I know we've got bits and pieces of it with Voronoi fracture, but hoping the new core gives us a more responsive viewport with more objects in the scene. It would also be nice if we didn't have to worry about priority anymore. Dealing with laggy animations can be frustrating. Improved boolean operations yielding better topology would also be lovely. Last, and certainly not least, as others have said... we really need an updated UV toolset. I'd be very surprised if all this came with R20, but if it did, I'd be in heaven
  18. Totally agree with you about Reflectance. The fact that TopCoat was created to help demystify Reflectance says a lot. And after having used Corona to create materials, it's leagues better than Reflectance. I thought R17 was a pretty lackluster release (and I still do), but I will say that having gotten more familiar with the Take System, it has been a huge time-saver for me. Not having to break apart my animations into separate C4D files has been very nice.
  19. My bad :P I just read it as, they wouldn't be releasing it right away with R18, but thought maybe it would have been released halfway through. Guess not :/
  20. They also said these viewport updates for BodyPaint 3D were coming within the R18 lifecycle. Now R19 is just around the corner. Does that mean R18 won't get these updates now?
  21. I think I see what the issue is. It's trying to snap to any object in my scene. You'd think it'd be restricted to the currently selected object 0_o
  22. 18.057 for macOS Also, snap settings attached.
  23. Is it just me or is Plane Cut snapping a huge mess? https://www.dropbox.com/s/755ryfvqg2th3af/Plane Cut Snapping.mov?dl=0
  24. We've been asking for an update to the UV tools for years now. I highly doubt we're going to see this happen in R19. It seems their priorities are elsewhere unfortunately. I really wish they'd add some useful features and not just follow what the market is doing. AMD ProRender will be nice, but there are so many other renderers out there that work just fine. I feel like this is going to further complicate things. Reflectance is already a mess.
×
×
  • Create New...

Copyright Core 4D © 2024 Powered by Invision Community