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  1. Today
  2. I don't get a popup. The project was originally done in R18. I have opened it in R18, R26 and 2024 and no popup.
  3. I see. What is stopping you from converting the cloner? You could use different materials as well. If you still need MoGraph access, you can use fracture object to treat each panel as a clone.
  4. Mash

    Missing Fonts

    When you open a project a window pops up telling you the name of the missing font
  5. Thank you @Hrvoje, yes, found this setting and tried it. It did fix the texture movement. But then the randomizer does not work. Yo see, I need cloned panels to have different wood grain - same texture but different placement, to look more natural. I am not able to achieve this.
  6. How can I find the font name of missing fonts? C4D defaults missing fonts to Helvetica and gives no indication to the missing font files unlike AE. It does display the correct fonts in the project although they are missing, however, when rendering, it will change to Helvetica and the layout is destroyed. Quick fix is to edit the fonts in the object manager and this seems to work. After searching for an answer I could not find how to identify the original missing fonts used in a project. Any ideas anyone? Jacobite
  7. Yesterday
  8. @Isca You should update to 2025.1, there are changes. Alternatively, load the scene into 2025.0.2, select the nodes mesh and open its graph. In create menu of graph locate "change group type to" and select nodes mesh. This will force nodes mesh capsule conversion and results should be displayed
  9. @Hrvoje I've tried opening this in: - 2023.2.2 - No error message but also nothing in the viewport / Node Editor window - 2024.5.1 - Error message but also nothing in the viewport / Node Editor window - 2025.0.02 - Error message and nothing in the viewport / Node Editor window Which version did you create this in? Do I need to download the missing Grid asset from somewhere? Thanks again 🙂
  10. Last week
  11. @Hrvoje - Thanks so much for this! Appreciate you taking a look. I've not really used Nodes much but interesting to hear it could be helpful here. Unfortunately when I try to open your scene file I get this error: Any ideas on how I can fix this? Thanks again for your help!
  12. Hi All I have been working on a few game characters that need to be imported into the PlayCanvas game engine that have been exported as GLB files from Blender. Now I am pretty much a newbie with Blender so don't know my way around it like I do C4D. Play Canvas is saying for some reason the model files are not recognized by the root Armature node and therefore cannot infer the root bone for the model meshes. So none of the model meshes animate properly. This is gobble-de-gook to me being a Blender newbie so if anyone can shed some light I would be most grateful.
  13. @Isca I doubt this can be done with MoGraph, maybe with python effector, however, this can be done with nodes and you can get clones or matrix out either way. Would that work for you? In the attached scene is an attempt at solving this. As is, the clones are unaware of other clones so there are intersections and they do not respect the initial grid boundary. This is not an easy task if you want no intersections, respect of boundary, time control (rate) etc 🙂 paths.c4d
  14. @DPH There is a fix texture setting setting in cloner, tried that?
  15. Without knowing exactly what kind of effect you are after, I would say that increasing the voxel size for pyro simulation (under project settings), changing the generation geometry in pyro tag (dynamic geo or points) would be a good starting point 🙂
  16. Agreed. i will be running tests to see where it falls when doing cross platform rendering I will turn on for example CPU and GPU but NOT “Hybrid rendering” for example.. though I might be thinking octane.. if it is RS then yeah that WAS Slower.
  17. @Hrvoje Not sure how to fix the texture in cloner settings? If it was Redshift, how would you solve it then (in many aspects the same process can be used). Or is there a way to bake the animation and the texture, once I am happy with the movement?
  18. Fix texture in cloner settings? If not that, can't help really, never used Vray
  19. Hi I've been following a tutorial on making pyro smoke follow a spline but I'm getting this repetitive vibe to it and I'm not sure which setting I need to change to solve it. I've uploaded the scene file. This is all done in C4D 2025.1.1 Any assistance would be really appreciated! Cheers Keith Pyro_forCore.c4d
  20. Hi again, I noticed a small issue with my garage doors when animated. I render in Vray, and the texture on garage panels is cubic projection, with UVW randomizer applied, so it is different on every panel. But when animated, my panels move, and the texture does not. Any ideas on how to solve this? Thanks! garage door.mov
  21. Thanks for responding - in answer to your questions: Yes, I'd like each clone to start at a junction and then move away in a random direction, constrained to 90º increments. Then once they encounter a junction the same random rotation operation is performed and they head off in a new direction (or continue on their current path). Ideally I would be able to constrain these clones to only move within the area defined by the junctions. In the example attached I have used an animated shader field within the Time Effector to vary the speeds of the clones as they move. Let me know if you have any further questions 🙂 ION_PATHS_02.c4d
  22. So, you want each clone to start of at the junction and move in random direction (at right angle) and turn into random right angle direction once it encounters new junction? What about boundary clones? Can they move outside of the area defined by junctions? Do all clones move at the same speed?
  23. Hi, I am looking for some help with the following: I am attempting to move multiple clones around a grid, with each clone taking a seemingly random maze-like path. I would like to achieve this using Mograph features only if possible. I Would like each clone to move along a random heading of 0º / 90º / 180º / 270º so they follow a grid like path. I'd like each clone to turn randomly in on of the same values when ever it meets a junction in the grid I have attached my progress so far - essentially using a Plain Effector with a random field to randomise the rotation of each clone and a Time Effector to drive the animation of each clone. I would then like to use an another Cloner featuring cubes set to a grid to act as the 'junctions' for when the clones should turn to another random value. I have tried to add this to my Plain Effector which drives the random rotation as a point object but it doesn't seem to influence the clones animation. Can anyone take a look at the scene and suggest what I might be doing wrong (or if this is even possible!)? Thanks in advance, 🙂 ION_PATHS_02.c4d
  24. Hrvoje You wouldn't mind running a Cinebench R24 on your Mac mini Pro or if you already have done can you tell the results? I most interested in the GPU results on this machine. I have searched the internet but only get M4 results and the Pro version is much more enticing 🙂
  25. Thank you. I'd need a bit of phonetic shaping (or whatever thats called). A very basic version would do. But only open and close driven by volume would be a little bit stale. But if everything else fails. This will be the way. Thanks again.
  26. Personally, I was never a big fan of their trees. More excited over SurfaceSpread.
  27. Hrvoje

    C4D On Mac

    Of course, even the future releases 🙂
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