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Showing content with the highest reputation on 05/12/2022 in all areas
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@bentrajeSorry, it took a bit, I was busy otherwise. Here's a Geometry Modifier Capsule, which does a manual normal extrude with offset and variation parameter: test_scene_nodes_manual_extrude_variable_offset.c4d Please note, I'm not saying Maxon does it exactly this way. But it's one way to do it. Edit: One more note: You will find I use an actual Extrude node in my setup. This is because, currently we are lacking some smooth tools to create new topology. You can do it, but it gets tedious rather quickly. So, I instead misused the Extrude node, to provide the topology needed for the extrusion, but looking at the setup, you will see, it is not doing the actual extrusion (it's offset is set to zero). So, it's a bit of cheating, but it's cheating before the actual core of the question asked, how to do the "offset" and "offset variation".2 points
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CAD programs do not consider topology any of their business on the whole, so the options they provide at export are not as comprehensive as we might like, and certainly can't do the slightest useful thing with edge flow - there simply won't be any ! ZRM is the closest we have ever got to being able to turn these CAD monstrosities into quad meshes and something approaching appropriate flow automatically. And as you say, although much of an improvement on the Instant Meshes solution, it is still a real struggle to tell it which edges are hard edges, because you have to select them on the original model, which is a deeply unrewarding process on this sort of dogshit topology, where there's 200 parts and only about 2 of the selection tools will work. So in 2022, the ONLY way to get this perfect topo is to build a new mesh on top of the step, ideally using the HB modelling bundle Retopo setup. But as mentioned sometimes the STEP surfacing is good enough to render fine without alteration, as long as you don't need to alter the model in terms of point count or order, or to use displacement, which will just fail. CBR1 point
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A lot of people don't realise that when they set a port (eg on a rangemapper) to degrees, it still outputs radians in XPresso. Comes as a shock the first time they stick a result node on something rotational, expecting to see nice multiples of 10 😀.1 point
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You will never get a proper quad mesh. But just dont worry about it. Most likely you dont need it. C4Ds internal converter usually makes a pretty good job of things. And edge rounding etc can/should be done on the shading level. Back in the day Everyone used MoI to get decent meshes - but these days I just used C4D as it's less work. If you want to splash out on Rhino, I think that now has a nurbs-to-quad capability which looks pretty good.1 point
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Yeah, splines can be tricky in that regard. Maybe you need to use a rail path. Just copy your circle and move it to the side a few units. And put that one into "Rail Path" in your align tag. You may have to adjust your cylinder again...1 point
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Do you have "Tangential" turned on in your Align To Spline? If not, do it. You may have to realign your cylinder after that. And maybe switch up the rotation in your xpresso.1 point
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I'm not sure I understand. But in doubt, put it in a null object. Or rather: put your align to spline ALWAYS on a null and put your object(s) inside that null.1 point
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This is a xpresso node called "spline" (xpresso -> general -> spline") which is empty initially. Then you'd feed it the "object" output from the actual spline node you just drag in. If that makes sense...1 point
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We have just released a small update to version 1.1. And we also fixed the demo version not being available for free... (duh!). The update is of course free. Existing customers will be notified by email and in Asset Juggler Discord. The demo version can also be used to update. Changes: Added: Options to use normal Instances instead of Render Instances for Live-Preview and Baking (useful, if Hair or other features incompatible with Render Instances is involved). Added: Added Texture tag options in Material and Material Override Groups configuration. Note: Also see Asset Group on hidden function of Material layer link field! Added: Report prepared for Cardano Added: Button to Lock None to Zero for all groups at once. Fixed: Asset Group and Rules tabs not correctly restoring their enabled state. Manual: New features, added notes, added parameter defaults and did inevitable corrections.1 point
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Well, I would animate the car along a spline (Align To Spline) and then use a setup like this: Where mainAlign is my Align to Spline tag. path is my spline along which the vehicle is going. Spline is a xpresso node to access more properties of the spline (like in this instance "length". fWdia and rWdia are my wheel diameters (in my case I have differently sized wheels front and rear). You can read those with the bounding box node (I think that is in your video example). Those diameters get multiplied with PI to get the circumference. This way your car movement is restricted to a spline, but independent from a single plane. Maybe this helps... Cheers, kws1 point
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No I don't need the screenshot, I believe you (despite your handle) ! I just need the broken file so I can demo it in a potential bug report ! Pls upload the .c4d ! CBR1 point
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It's true that there's no current way to terminate an LCV. That will definitely be added. For now you have to use your solution with an extra Bool variable which remembers if you have already reached your final state. I did a similar technique to implement the Mandelbrot iteration. For the GCD case you can use 100 as a safe number of iterations, but you can also use a better upper bound for the number of needed iterations. If you look here in the worst case section https://en.wikipedia.org/wiki/Euclidean_algorithm#Worst-case you'll find the formulas N - 1 <= log_phi(b) and N <= 5 * log_10(b) where phi=golden ratio, N = number of required iterations and b = minimum of both values of which you want to compute the GCD. We neither have a log_10 nor a log_phi node (only natural and 2-based logarithm), but you can use log_phi(b) = ln(b)/ln(phi), so you can use ln(b)/ln(phi) + 1 as your number of iterations. Of course that's an "optimization" which is really specific to the GCD case. There are other cases where you can't estimate the number of required iterations, and not having a true while loop is waste of CPU time.1 point
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Capsules that are based on nodes, opposed to those coded, can be converted to groups. You just need to place them in the node view and choose convert to group from the menu.1 point