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Showing content with the highest reputation on 07/09/2022 in all areas

  1. Thanks for the heads up - I'm looking forward to seeing what's new.
    1 point
  2. You are using a floor object, a special kind of primitive which stretches off infinitely into the distance in the render, but this is not shown in the viewport, hence your possible confusion. You can fix that by replacing it with a plane of the right scale for your scene, which will be of finite and definable size, and therefore can stop when you want it to, leaving some horizon visible. CBR
    1 point
  3. Here is a aim constraint prototype. Simple but can be turned into full blown setup following the same principle 🙂 Target is loaded in Generator Graph is simple 21_Aim_Constraint.c4d
    1 point
  4. Would be interesting if there was a "not anymore" option.
    1 point
  5. Lols - yes, here I am, and the answer here is particularly low-effort and easy, using, as we will, the oft-forgotten sculpt function, the Unsubdivide command, which you should get initially via shift+C / Command Manager. Running that on the original collapsed SDS version will reduce it to its base cage, and you can then extract a polygon copy of the level 0 model from that using the sculpt layout / menus. What you can't do is just delete the sculpt tag, or do Current State to Object - neither of those will work here. CBR
    1 point
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