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  1. Today
  2. deck

    Mesh mush !

    Seems that plugin. is still available tho site and pricing a bit confusing, seems to start at 60 bucks, think I can live without it at the mo, hoping I may stumble across a slightly newer version of cinema at some point.
  3. Yesterday
  4. This is what I get with RMB Should I import a mesh from OM with some other way ? I just drag-n'-dropped it ... (C4D 2025.0.1)
  5. Rmb and convert to op in scene node context
  6. bezo

    Mesh mush !

    Exoside had a remesher plugin for c4d. Currently maybe not for sale while since R26 c4d has build-in solution. I think it was very cheap.
  7. deck

    Mesh mush !

    Properly old nowadays 🙂
  8. Cerbera

    Mesh mush !

    Indeed not. Sorry - forgot you were on older version despite it being right there in your profile ! CBR
  9. deck

    Mesh mush !

    I obviously dont disagree with anything you say there and only wish I had the skills / experience to achieve it but I couldnt even build your first example, I just wouldnt know where to start, where as sticking a disc on the corners falls within my skillset, I wanted to go with the spline extrude option but just thought i could do a bit more with beveled edges if i built it "properly", it took me a couple of hrs just to build my rather ugly version, but i also knew I would have a result at the end of it where I may not have arrived there trying to go for the lower res mesh and i figured too dense is better than not dense enough. Your last version looks nice and clean but there aint no remesher in R18. I hadnt noticed the tris in my original version but fortunately they turned to quads under subdiv. I do appreciate all the advice and its good to know and see how it should be done even if Im not quite up to it. Many thanks Deck
  10. Sure you can animate deformation, but can not change spline cage "live" because you loose parametrical setup with conversion to single spline cage object. I mean for example can not be changed grid count (from current 4x4x4 to for example 10x10x10) directly. So, whatever you do, you can do just with spline cage 4x4x4 (or whatever you did in your setup)
  11. Hi @bezo, thank you so much for the incredibly detailed guide! I finally got it to work by following your step-by-step instructions. Your explanation was essential for understanding the process. When you say "create just a static object," does that mean it's not possible to animate the deformation? Is there no way to achieve this using an animatable parameter of the FFD? If not, would there be another way to animate this deformation, perhaps using a Spherical Field? Thanks again for your help! Eudes
  12. Cerbera

    Mesh mush !

    We could also cheat, if time-saving would be helpful... For example we could just get our original spline, pop it under an Extrude Object, and then put that under a (Z-)ReMesher where we could then adjust the poly count until it matched our corners nicely... Not as good as the manual method (still a bit on the dense side), but more than passable if you're in a hurry... CBR
  13. bezo

    Mesh mush !

    All is dependent on what I want to do with this object. Even if will be deformed, I think its too dense mesh a bit.
  14. Cerbera

    Mesh mush !

    That can be a feasible (and very sensible) way to start when you need a very specific (and especially numerically based) corner radii, but what you are actually doing there is defeating the point of SDS in 2 ways; firstly you are forcing yourself right from the outset to be at much much higher density than you need (which is rather contrary to the whole concept of live subdivision !), and secondly by manually / unnecessarily doing work that should be left to SDS itself. So we actually want very minimal topology at the corners, and should be using the type of corner loop termination (box corners vs inset style ones) and distance of the neighbouring control loops to the main corner vertices to directly control the rounding on each corner, rather than defining it in topology. There ARE times when you NEED to define corners in topology, but this is not one of them, primarily because the rounding you seek is at a comparatively smaller scale than the overall topo density you need to describe the form and to allow it to bend evenly. CBR
  15. btw, there´s a Grid capsule in Asset browser which can be used directly (Not sure if Maxon One subcsribers only or not). Check it in Asset browser.
  16. Plugin should be needs only if you want some "parametric" setup. If you want to create just static object, internal command edge to spline is enough. For example. 1, Create cube 100*100*100 2, Add cloner (grid mode, 3*3*3 with size 100*100*100) result is 27 cubes perfectly lay each other and "share" the same edges 3, rightclick on Cloner/ Current State to Object 4, middleclick on newly created cloner null object 5, rightclick / Connect Objects and Delete with first step you convert parametric cloner into separate geometries, with second you´ll select all newly created geometries and with last step you make just single polygonal object which contain also "inner" cage (all edges from single cubes are still there) 6, select newly created single object, rightclick / Optimize 7, switch to edge mode, select all edges, rightclick / edge to spline 8, drag out spline from child position of geometry object 9, hide everything instead of spline to see nice spline cage in viewport In these steps you optimize mesh, select all edges (Ctrl+A in viewport in edge mode) and create spline cage 10, Add connect object as parent of spline cage 11, Add FFD deformer as child of spline cage (use fit to parent command to adjust FFD size exactly to spline cage size) 12, In point mode with selected FFD deformer select all FFD deformer points and deselect all 8 corner points only 13, Scale them to your needs. Connect object make sure/optimize spline cage as whole, not all spline segments separated. FFD cover/influence whole spline cage and with selected control points and scale deform spline cage as you wish. you could see deformed spline cage is "linear". Select spline cage object in Object manager and change intermediate points from Adaptive to Uniform. (You could also adjust number of intermediate points if deformed cage is not as smooth as you want) timespace.c4d
  17. Hi @HappyPolygon, @bezo and @Cerbera Could some of you guide me on how to create these segments (showed at Happypolygon print)? I've tried several ways. I created a segment and replicated it in the desired grid. However, I couldn't make the FFD work on the grid. In another attempt, I created a cube, subdividing it into 10x10x10, then made it editable, but I couldn't apply "Edge to Spline" to turn it into splines. Moreover, the result I got didn't show the internal lines of the grid. Then I tried creating a single line and applying the Cloner; even so, the result with FFD didn't show the cube's deformation. I think I'm making a fundamental mistake somewhere, but I can't find it. Thanks for the help so far!
  18. deck

    Mesh mush !

    Hi CBR Thanks for confirming that for me, I should have realised sooner that it was something to do with the isoline, Ive not tried the filter thing yet, but comforting to know its a bug, I dont model very often and have to relearn all the things Ive forgotten 🙂 Nice topo is not something that comes naturally to me, so its good to see how it should be done. In this case I was after the specific corner radius's to match the spline I had been using, so I started out placing a disc on each corner to get the radius, then chopped those up and did the outline first before filling in the middle. Many thanks Deck
  19. Cerbera

    Mesh mush !

    I can confirm that until very recently there was a bug where having isoline editing on but the SDS cage hidden in filters menu was not working, and indeed that seems to be what is going on with yours - we can simply see both the isolines and the base cage. As you have spotted, it will be resolvable simply by disabling isoline editing. And I can also reassure you there is nothing wrong with your actual mesh, other than a few easily solvable tris that probably don't matter if left ! However, if I was doing that Sub-D I would go for much lower resolution in the base mesh, and all the quads, like so... We have enough topo here to handle a fairly decent level of bending at the base mesh level, but if not, we can run the bend deformer at the same level as the SDS and bend that instead. CBR
  20. Last week
  21. deck

    Mesh mush !

    Think I may have solved this, seems to be something to do with having isoline editing turned on, didnt think it showed both meshes when you had it on so thats quite confusing. Deck
  22. deck

    Mesh mush !

    Hi Folks Ive been modeling this simple flat arrow, that Im going to bend later on, started with a spline extrude which was okish but thought i would see if I could do it as a SubD. Im crap at resolving topo issues but blundered my way to this kind of ugly solution and thought I was ok, but when i turn on the subdiv with isoprams I can see all these duplicate points and edges etc, Ive optimised it and cant see the extra points on the point count when I select everything, and the mesh seems to be behaving if I put a displacer into it but theres defo something not right. Mesh checker not showing anything either, any ideas. Cheers Deck Core4d arrow 01.c4d
  23. It's pretty normal to avoid small sizes in sims and scale up. Remember to scale your forces accordingly, though, and not just your objects.
  24. If you save a primitive as op it will be displayed in primitive type menu. Bear in mind that op mode is scene nodes which is experimental
  25. There's a Mesh Primitive in Scene Nodes that packs a bunch of other objects under one menu. How can I construct something like it ? I can't find a way to access it's underlying node structure to see how it's made (Edit Asset is disabled).
  26. New around here and back in C4D land after a VERY long break. I was an avid Modo user and also I'm a former Foundry employee from back around the time of the acquisition 😅 although I was a designer, not a product manager but I do still have a bunch of friends there and sadly when development stopped, some of my friends got laid off. The TL;DR of why modo probably isn't around is its small foothold in professional markets. It's the best modeller out there, nothing else even comes close. There's one or two people in most VFX studios and they're generally very happy and very productive. But Modo in its early days had a huge number of hobbyist users. Post buyout, they started leaving in droves, in part initially due to the Foundry wanting to push it further into VFX (Which didn't work) and then they pivoted to a number of product design contracts and focused a lot of development there. The hobbyists initially frustrated and then priced out, they left mostly for blender. A lot of professional users stuck around, but those relationships often became more strained over time. Modo was never the most stable application and it's had a rocky history with stability depending on release. Some might bring some awesome features, but it also might crash 10 times a day. A lot of them left too. In terms of features though, there's a lot of incorrect info out there about Modo - it had a rep for only being a modeller, which just wasn't true, it had a bunch of awesome features: Dynamics, some pretty decent mograph/replication tools, sculpting and painting (About on par with boy paint FWIW), a kickass (But CPU only) renderer, super intuitive material workflow, some fairly decent animation tools and some crazy customisation capabilities. But it was very much a jack of all trades and none of those aspects were strong enough compared to the modelling. It was either "it only does modelling right?" or "Every feature apart from modelling sucked" the truth as always was somewhere in the middle. It covered a lot of the same ground as Blender, with a lot of the same weaknesses - it just cost much more 😂 I imagine unless you were a serious modeller and super committed it became a very hard sell. I've now made the decision to move the bulk of my work back to C4D, as I'm not a huge fan of Blender and hate Autodesk with a passion. I've always had a soft spot for C4D and it was my main package for about 5 years before Modo. I'm not a super serious modeller and most of what I do is product shots and mograph adjacent things. I'll still be doing my modelling in Modo for the foreseeable though, they've issued a 10 year EOL license that anyone can get ahold of. My commercial license runs out next month. ...that was quite a long TLDR, but someone might find it interesting IDK.
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