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Showing content with the highest reputation on 02/04/2022 in all areas

  1. Chris is just an endless fountain of surprising techniques. The way he casually drops the hint, that you can funnel OM object color as userdata into a shader... why do I never think of such things! Just an amazing guy. I wonder how much time he spends in C4D per day 😄
    2 points
  2. A member over at CGTalk requested a way to select an object in the viewport and let the Object Manager automatically update its view to show the selected object, no matter the dense hierarchy. There is, by default, in the Object Manager's menu an entry "Scroll to First Active" which can be called using the shortcut key "S". I created a small plugin to perform this automatically, and also provided an option to enable or disable this behaviour. The option is added into the Object Manager's menu, as a toggle entry right after the "Scroll to First Active". Enabled by default. Included zip file should be extracted into the plugins folder. Scroll2Object v12.zip (works with R16 upto R23)
    1 point
  3. Just installed and tried this little plugin. I can immediately see it's going to be one of those 'how did I manage before' tools. So, so helpful. Thank you so much Dast!
    1 point
  4. Its good, that Maxon is getting itself a bit help from artists. A Lot of recent features have a quite engineer flavored UX imho.
    1 point
  5. Patreoning give such great people some money to spend free time to give us such great scripts like this. 2-10$ per month is not a fortune. Also Cairyn has more powerfull scripts on his Patreon.
    1 point
  6. Lols - you beat me to posting that by about 10 minutes ! Great tool (I thought), great video ! 🙂 I think it's a LOT more useful than what we can do with Edge to spline, and (to a lesser extent) the cloner... did you watch that vid all the way to the end ? CBR
    1 point
  7. 1 point
  8. Not sure if OBJ works, but you can import Alembics and FBX, even animated ones. Objects can be set to emitters or colliders. Right now, there's a restriction to ONE object though, which is of course very limiting. But: I managed to export a simulated debris field with a floor as a single animated mesh in FBX-Format to Embergen; The Emission Node then allows to select which of the "sub-meshes" should emit and which not, and I could also set the floor as a collider via the collisions node. In same cases, that's enough of a workaround. It is somewhat of a hurdle though. Nick from JangaFX said, that multiple imported objects are targeted for the 2022 roadmap.
    1 point
  9. Sphere tests are great as they are really cheap to compute. But in case you want to test against arbitrary shapes, here is. a more general approach to doing this. The only restriction is that the mesh you are testing against needs to be a closed volume. Open geometry (such as a cylinder without caps) will give you some amount of error depending on the case. For the mesh you are testing you don't have that restriction. It could be anything, even a single point. I tried to put some comments in there for explanation. It could also be extended to detect a partial intersection, like I did in the previous sphere test. If the sum of the aggregate node is anything other than 0 or point count, then it's partially inside. inside_general.c4d
    1 point
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