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dast

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Everything posted by dast

  1. I don't have an answer to your question, but it might help others if you mention which render engine you have already tried. Does it happen with the standard and physical render? Different render settings you tried, etc ... ? Does the same happen when you render to picture viewer, or use interactive render region? You mention R21, but are you using the latest update of that release, as your profile only mentions 19.024? Do you have latest video drivers ? Does your R19 still renders fine, now you have installed R21? Just trying to pinpoint the possible origin of the issue. You might have tried different solutions to get rid of this issue, but your message does not provide enough information what you already might have tried to resolve it yourself?
  2. Dash ? I feel like some laundry detergent ... You're welcome! But it's far from magic.
  3. New version 0.2 has been uploaded, which should solve all issues mentioned above (see also the Details tab, for more info) Since different version of Cinema4D have different Material Manager menu I have decided to simply append a Search menu item at the end of the existing menu, instead of trying to insert it into an existing one. As this would clash with other plugins adjusting these menus as well. I have also added a toggle button, which allows to show or hide the materials that match the entered text. Big thanks to user bezo for beta-testing the latest version.
  4. 1. Does the Python console show anything ? 2. Could you remove the plugin, then relaunch Cinema4D and make a screenshots of your Material Manager with every menu item selected. As I see from your screenshot you're using R21 or above. Apparently the menu items have changed since R20, which might be the cause of your issue.
  5. Thanks for the feedback! You are correct. I missed testing the plugin with lower and uppercase. My bad. However, I don't see the point in providing a preference for this. I assume that making it case insensitive would be good enough. Version 0.2 will have this update, but I am waiting for some more feedback before releasing the update, as I am sure I must have overlooked other minor but obvious annoyances.
  6. There you go! Version 0.1 of the SearchMaterial plugin is available in the download section.
  7. Version 0.3

    128 downloads

    Search Material is a helper plugin to filter the materials in the Material Manager. Enter part of the name of a material, and all materials which do not match by name will be hidden. A "Search" menu item is provided in the Material Manager's menu, as a shortcut to activate the plugin. Unfortunately, it can not be integrated into the GUI as is the search functionality of the Object Manager. As a workaround you can drag and dock the plugin window into your layout and save it that way for future usage. Version 0.2 sees the addition of a toggle switch which allows to show or hide the materials matching the entered text. Original thread: https://www.core4d.com/ipb/forums/topic/114163-material-manager-needs-search-feature/ Note: plugin is written to work with R16 upto R23. Will probably work on R25, and next (???) If you download, use, and appreciate this plugin, please consider adding a comment or review. Any feedback is much appreciated and motivates me to keep providing plugin solutions for the community.
    Free
  8. I personally haven't had the need (yet), but I understand your request. Let's see if I can come up with a quick plugin solution to help you out, if you are interested? I am not sure this will be as integrated into the UI as is the native ObjectManager search ... let's see how far I can take it.
  9. This might maybe not be useful to you, but what I do is use spheres as eyeballs, and slightly larger hemispheres as eyelids. A separate one per eyelid. I then use an FFD to model the eyeball to the necessary shape. And tuck the eyeball, eyelids and the FFD in a null. EyeLid - anim.mp4 with FFD disabled it looks like this: EyeLid - anim (no FFD).mp4 EDIT: Forgot to mention the most important part ... With the above setup you simply animate the rotation of the eyelids. No morphing, no bones.
  10. I have read answers in this thread on a regular base when they got posted ... but I actually never noticed there was a poll available. For me personally none of the possible poll options apply. An Indie version would definitely have been welcome when I started out, back in the days with version 9. That would also mean the upgrade or MSA would consequently have costed less. Although I am not holding my breath for MAXON to decide and release an Indie version. And honestly, I am not sure I would be tempted in one ... especially these days. I am glad they released R20, but whatever has come after that was just ****, considering its price tag. Sure, nice new features have been added all along. But the general feel of the application has been lost on me. They're currently at R23, and probably S24 will soon see the day. But that doesn't make my R20 obsolete. I also have a perpetual license for R21, but each time I start up that version it makes me sick, due to all the baggage that version carries along in terms of bad memories, bad user-experience, and what not. I enjoy the user-experience of pre R21 versions and, don't feel the need to learn a different application ... as long as I can keep my R20 running. At the current upgrade price for a perpetual license I am more inclined to jump ship then to upgrade. And since I will never subscribe, an Indie version might be a possible teaser to keep me upgrading to future versions. But I am pretty sure we'll never see one being released. So, I guess my vote would be: yes, Cinema4D is too expensive, but I haven't switched, but I don't care as I am staying at R20
  11. I don't have any experience with 3DS Max exported objects. One thing I can say, and this might be related to your problem ... it might not, is that in recent past MAXON has changed the way UVs are visualized in Cinema4D. Before that change the UV's were shown in the UV view with the origin at the top left corner. Meaning that 0,0 was at top left, and 1,1 was at bottom right. Back then no UV axis was shown either. Since R21 (and the introduction of the new GUI) they suddenly changed that. UV axes where introduced, and the origin became bottom left. In short, the UVs values are mirrored in the V direction, as can be seen on following screenshots. While the visual remain the same, just have a look at what the structure manager shows for the UV coordinates. The V values in R21 (and up) show a complement of 1, relative to what they represent in R20. Again ... I am not saying this is what you experience, but it's something to consider. On the other hand, it is also simply possible that the point order of your objects have changed when importing the FBX file into Cinema4D. Which means that while the coordinates are left the same, point A in object 1 isn't point A in object 2 ... and this for ALL points. Which would quite mix up the whole resulting texture mapping. Without a screenshot of your issue it's difficult to know what you're experiencing as "not lining up".
  12. You are welcome. Thanks for reminding me of this conversion. I have updated the details to make it more obvious for anyone wanting to download this.
  13. dast

    RingLoop

    Thanks for bringing this up. Bug fixed in version 0.6 Note: you can select as many edges as you want, and as many objects as you want.
  14. dast

    RingLoop

    You have the shortcut scripts available, but according to the console you don't have the RingLoop plugin running. The shortcut scripts are calling the RingLoop plugin, and since that is not present ... nothing happens. When the plugin is available and running it should print a welcome message in the Python console, saying something similar to: "RingLoop v0.5 - ready"
  15. If you see the welcome message of a plugin 3 times in a row then there definitely is something wrong with your install. Unless you have installed the plugin in 3 different folder locations. Which you shouldn't do since then the different plugin instances will clash with each other. But in your case, only having the plugin installed in one location will not work either, as the welcome message clearly states you're running an unsupported version.
  16. You're using the latest R23.110? No license expiration? What does the Cinema4D console window show? Does it mention success or failure of loading the plugin?
  17. One minor thing to mention is that R20 also uses the project tool, so the explanation provided by Kent in part 1 does also apply for that version. For those wondering, R19 and earlier versions don't use the project tool, but require a complete different setup. Something which is quite a laborious thing to do ... and this for every plugin. However, I can understand that to some it might seem as quite an effort to get the environment downloaded, installed, and set up ... only to write a plugin. One tip for the brave ones wanting to develop for multiple versions of Cinema4D: create a folder for each version, named accordingly, and put the SDK, projecttool, and bat-file(s) into that folder. (example D:\dev\SDK_R20, D:\dev\SDK_R21 and D:\dev\SDK_R23). Obviously, the paths in the bat files will need to point to the appropriate locations. Also, rename the created plugins.sln to include the version number (example: R20_plugins.sln). That way, if you have 3 Visual Studio's open (for R20, R21 and R23) you at least know which version is which. Been there, done that. I only watched part 1, so maybe Kent goes over this in a next video. @kbar Good luck with the development series!
  18. dast

    RingLoop

    Have provided a new version which will run on Python 2.7 (R16 - R21) as well as Python 3.7 (R23). Not sure about S22. The new version also includes some shortcut scripts. This allows to write a script with a predefined "skip" value, and let you assign a shortcut key for that particular script.
  19. 2 ... and all the other ones! This script has now been updated to be compatible with Python 3.7, which is used in R23. Note that next time you have a problem, it would be handy to copy the error from the console and paste it here. This would allow to investigate the issue. It seems this was a quick fix, as the "print" command in Python 3.7 requires parenthesis. No other changes required. Enjoy the update!
  20. Please check the details. It mentions: "Does probably work with R16 - R21, not sure about S22, will definitely not work with R23. "
  21. There is a solution, but it might sound weird when you're not familiar using the tools. The live selection tool has an option "Only select visible elements". This option will be the key to select one or the other co-existing edge. When that option is off, you will be able to select both edges. When that option is on, you will be able to select the visible one. This depends on the angle you view your mesh, and thus the angle relative to both the edges. If your view faces both edges, you will be able to select both. If the view is such that one edge "obscures" the other you will then only be able to select the visible one. Not the one being obscured. With that said, you can then play with this option. Say your view is not facing both edges (one edge is obscured by the other one). When you use the live selection with "Only select visible elements" you can then select the one closest to you. To select the other, you can disable the "Only visible" and you will then select both. Enable the option and then select the edges again with CTRL (windows) or CMD (macOS) key pressed. This will deselect the one which is visible, and thus leave you with the one which is obscured. Not the easiest and fanciest way to get things done, but it's at least possible. Note that other selection tools also have the "Only select visible elements" option, but remember that this option isn't shared between tools. Changing the option for live selection will not affect that option for rectangle selection, or lasso, etc ...
  22. It's 21:55 Wednesday 10 February. So far we have had over 120 views and only 2 contestants. I am closing the topic. The number to guess was 247. Meaning @hvanderwegenis the one closest, he will get the license key by private message shortly. But ... surprise, surprise ... There's another license key still available thanks to @kingcoma, which will be provided to @Freemorpheme Thanks for participating, and enjoy!
  23. Having participated in the Cozy Tavern Challenge I was awarded with a license key for a game called Synthetik (more details about that game: here). Not being a gamer, and not wanting becoming one, I mentioned I wouldn't claim the license key. As such it could be reused as a prize for a next challenge. But I was told to instead give it away on the forum to someone who might be interested. Hence this topic! Since the forum is frequented by people all over the world, and with all the different time zones and such, I didn't find it fair to simply give away to first person responding. On the other hand, I didn't want to turn this into a challenge of its own. So ... to keep it simple: I have a 3 digit number in my mind (written down in order not to forget ... hey, I am a busy guy, with fading memory, give me a break) At this time of writing it is 9:28, saturday 6th february 2021, I will be checking again between today and sunday next week (14th February) Post your guess in this topic (no PM's allowed). The first to have guessed the right number, or closest to, gets the license key. Only one guess per member, no editing of the post allowed, no private messages. One last tip ... the number to guess is not hidden somewhere in this message. Good luck to everyone! And ... GO!
  24. I didn't know that plugin existed, and since it says what it does, it seemed obvious to name it ToolPresets. Feel free to suggest a different naming. Except for "CrappyPluginThatDoesntDoWhatItSays" ... I call dibs on that one.
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