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Showing content with the highest reputation on 05/03/2022 in all areas

  1. Thanks for the help guys, just wanted to share a render of my final shader!
    5 points
  2. Edit: @kweso has a good point with the "Children" option of the tag. And obviously I took too long to write my answer. Anyway, I wrote it, so here it is anyway... Edit 2: I hope @kweso doesn't mind. But the iterate function is... well, lets say not so good. It's a recursive hierarchy iteration, which kind of proves my point in the last paragraph. Given a "nice" hierarchy it will simply crash C4D. Original post Consider it as the equivalent to one of Cerbera's answers on Polygon modeling. I do not want to imply similar execellency, though. Usually such questions are best asked in Maxon's Plugin Café. Support there is provided by Maxon for free. Community member @Cairyn provides a very nice Python tutorial over at Patreon. There you could learn all you need. Also Maxon provides a bunch of examples over on GitHub. These are also included in the Python SDK download. For your first Python script you already came a long way. In general I'd say it's maybe not the best approach to try to piece it together with "CallCommand()" (reasons below). I was too lazy to look up c4d.CallCommand(465000402) #thought this might work Would have been cool to have a comment, which command it actually is. At first I even doubted you could succeed with "CallCommand()" for the "copy tag to children" part. But after looking it up, I learned, there actually is a command for that as well: c4d.CallCommand(100004777) # Copy Tag to Children So your remaining problem, will be to find the tag(s) (basically loop over them), select them and then call the above command per selected tag. Functions to look up to tackle this: BaseObject.GetFirstTag() BaseObject.GetTag() BaseObject.GetTags() When looking at cloning tags, you need to be aware though, there are also hidden tags... Now, why do I regard this approach as suboptimal? "CallCommand()" basically simulates user clicks to menus and buttons. Consequences are: It can not be guided easily and precisely, nor can it be customized It adds an Undo step per call (so in order to undo only the script you posted above, you already need to press undo five times. And this still ignores, the inserted camera and changed render settings have not even been added to the undo stack. I do get though, in case of importing a new project file, this does not matter too much. Adding to the previous point, mixing "CallCommand()" with your own custom undo handling is usually a bad idea. Your script relies on the imported project to have a very specific structure. If there is only one additional object in there and this object happens to preceed the object you are aiming at, the script will fail. Simulating user clicks, you always need to make sure, you prepare the environment in a way, that such clicks can be successful (objects selected, tags selected,...). There is no feedback. You have no idea if a command failed or the reason thereof. Using an importer via "CallCommand()" you loose the chance for additional workflow optimizations. For example, I's assume, you will always use the same parameters for import. But with "CallCommand()" you have no means to suppress the importer dialog (not talking about the file requester) Probably a few more disadvantages... My advice would be to ditch "CallCommand()" completely for a script like this. Instead: It's easier and more reliable to do the import directly (there's an example for this in Maxon's above linked GitHub repository). Get hold of the actual root object you want to be working with (examples for this can be found all over all places I mentioned) Create the tag manually (you already achieved a similar thing, when creating the camera Insert the tag manually where needed. Depending on the complexity of the hierarchy, this can be a little bit more tricky. But again code snippets doing so are all over the place. Save (bonus) you could then slap a little undo handling on top (bonus) depending on your needs, the imported document wouldn't even need to appear in C4D (just a thinking, because you save in the end, maybe you only want a automatic converter in background Result: Feeling proud of yourself, because you created your own shiny little helper which acts similar to native commands Lastly, the inevitable self advertising: I do such things on "pay what you want" basis. A script like this would be maybe half an hour of work. And you can also book me for 1:1 Python introduction/training. I can already hear: "Why did he write such a long post? Instead he could have simply posted the script!" Yes, I could have, but I prefer people to learn something. And there are way too many shitty scripts out there, which were obviously pieced together via copy/paste without the creator even understanding a single line of what he did. Fascinating for me, the worse such script, the more people like it and the more it gets spread around.
    2 points
  3. In some models, I get this error when I try to import a model from Quixel Bridge to C4D (R24). Any workaround to solve this trouble? I am using redshift version 3.5.01 and Quixel Bridge version 2022.0.2.
    1 point
  4. I recently built a Dual 3090 Workstation, Before I built this I was curious how much power draw it would have when rendering. I have a wall power meter System Idle = 180watts Rendering redshift benchmark = Maxed out at 911 Watts total for whole system My PC is i7-12700k, 64gb Power supply 1300w Hope this is useful for someone
    1 point
  5. My film "Whistle and i will come" was select3d for 2 festivals. I had to hide the youtube post for a couple weeks so it can premier at the Warped Dimension festival on the 14th of May but it will be back online the 15th. Th ask to everyone here for encouraging me while I was making it! At the Warped Dimension film festival May 14, 2022 (Online Festival) https://www.ahith.com/mrholeheadwarpeddimension I will be doing a Q&A over Zoom the 14th so sign up! New York Istanbul Film Festival The event is May 6th but I don't know much more than my film is one of the selections! http://www.newyorkistanbulshortfilmfestival.com/About/ The film is off Youtube temporarily so it can premiere officially at the Warped Dimension festival!
    1 point
  6. @kweso I'm working on a plugin that takes animated 3d skeleton fbx files and preserves the 3d transformations in After effects with a 2d flatten option via the toComp() expression, on the Idea that I can then just parent some character layers in 2d or 3d (or an option for a bit of both) and have some mocap animation available in AE. As far as the mixing goes, I'm basically just trying to streamline the whole effort as opposed to running a python script in c4d, generating the tags, then switching to an additional JS script in after effects. I mostly have the whole thing working, (minus figuring out a way to automate the extract button on the Cineware plugin, Any ideas?) but feel like I need to make into one dialog for peace of mind haha.
    1 point
  7. Prior to RS version 3.5, the "uber material" in RS was the "RS Material". That is still the one that is created by default with the plus button in R26.014 (and RS 3.5). With RS 3.5, the new "Standard" material was introduced, which has new features and is much simpler to set up and use. It is based on the Arnold/Autodesk Standard Surface shader. The new "Standard" material is a vast improvement (to me anyway, and anyone familiar with the same thing in Arnold and some other engines that are adopting it). But since it is so new, Maxon/RS haven't yet made it the default. Some bugs are still being uncovered (e.g. this thread on the RS forums: https://redshift.maxon.net/topic/42067/transmission-scatter/27).
    1 point
  8. Dramatic trailer, check! I can still show the trailer. There is a thread here about the film as I made it. I also got news that in one festival it went from selected to finalist meaning it can be in line to win prizes.
    1 point
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