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Showing content with the highest reputation on 08/27/2022 in all areas

  1. Did some adventure time fan art a couple of weeks ago and posted it on my IG, the guys from Inside job saw and loved it and requested some fan art for their Netflix show. Early stages pretty much done with the head, couldn’t resist slapping some materials on and doing a quick render, turntable incoming .
    1 point
  2. More than just a service pack, we got a few very cool things added this time round... New Relax Mode in Brush and Magnet tools Cloth and Rope now work with Fields / Field Forces Front and Back Colliders for new sim system New HDRIs New RS materials New grunge maps collection Improved Node editor Geometry Curvature now available to fields. Volume builder improvements My favourite is the new relax mode of Brush and Magnet tools allowing us to smooth, and regularize topology without losing surface curvature. Here's Chris Schmidt explaining the rest of it, with his usual degree of thoroughness and detail... So, lots to enjoy there, as well as lots of bugfixes and smaller QoL changes. CBR
    1 point
  3. Fond another solution. Scenario, Selecting polygons using the Move Tool with Shift + Control to select straight line of polygons. after my mad selection and even though "Select only visible" was off, it would only elect one side. Anyway I found that with your selection highlighted, Right Click and select Mirror and in the manager select object. This seems to work fine for R18. Jacobite
    1 point
  4. This is a script I just created to demonstrate the basic steps to perform. It (hopefully) might trigger some to dabble in script-writing ... The script was written for R20, but should run in more recent versions. ... if not, or if you need the script to perform additional things: check out https://developers.maxon.net/docs/Cinema4DPythonSDK/html/index.html and modify the script to your liking. import c4d # This script will split off the selected polygons from an object into a new object # (c) 2022 Daniel Sterckx - 26-aug-2022 def state(): return c4d.CMD_ENABLED def removeSelectedPolygons(obj, polyS): # remove the selected polygons c4d.utils.SendModelingCommand(command=c4d.MCOMMAND_DELETE, list=[obj], mode=c4d.MODELINGCOMMANDMODE_POLYGONSELECTION, doc=doc) # Prior to R20 removing polygons would leave the points intact, # resulting in orphan points, which need an additional step to be removed/cleaned-up # The following lines of code can be removed for R20 and above if c4d.GetC4DVersion() < 20000: # remove unused points as a result of polygon removal bc = c4d.BaseContainer() bc.SetData(c4d.MDATA_OPTIMIZE_UNUSEDPOINTS,True) c4d.utils.SendModelingCommand(c4d.MCOMMAND_OPTIMIZE, list = [obj], mode = c4d.MODIFY_ALL, bc=bc, doc = doc) return def main(): # Get the (single) selected object obj = doc.GetActiveObject() if not obj: print("No object selected") return if not obj.IsInstanceOf(c4d.Opolygon): print("Not a polygon object") return # Get the polygon selection objPolyS = obj.GetPolygonS() if objPolyS.GetCount() == 0: print("No polygon(s) selected") return # Preapre the document for undo doc.StartUndo() # We duplicate the selected object, revert the polygon selection, and delete these selected polygons # Since we cloned the "split-off" object from the original object it will have the "active flag" set, # we thus remove the BIT_ACTIVE from the duplicated object to prevent it from being selected cloneObj = obj.GetClone() cloneObj = obj.GetClone() cloneObj.DelBit(c4d.BIT_ACTIVE) doc.InsertObject(cloneObj, parent=None, pred=obj) doc.AddUndo(c4d.UNDOTYPE_NEW, cloneObj) clonePolyS = cloneObj.GetPolygonS() clonePolyS.ToggleAll(0, cloneObj.GetPolygonCount()) removeSelectedPolygons(cloneObj, clonePolyS) # We delete the original selected polygons on the original object doc.AddUndo(c4d.UNDOTYPE_CHANGE, obj) removeSelectedPolygons(obj, objPolyS) # Finalize the undo, and trigger Cinema4D that something was changes doc.EndUndo() c4d.EventAdd() return if __name__=='__main__': main()
    1 point
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