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Showing content with the highest reputation on 01/23/2024 in all areas

  1. Several things: a) I think the projection set in the material tag is irrelevant in your setup because you are using reprojecting with the UV projection node b) As I suspected the setup uses a distribution that is a result of effectors. Fix Texture "straight" uses the cloner distribution, which is not the state you want you clones to be in when prejecting. c) Last but not least I am not even sure redshift is even supporting the Fix Texture functionality I've attached a version that uses some hacks to kinda get there. Take a look, maybe that helps. In worst case you'll have to let go of keeping everything procedural and bake your projection into UVs for each clone. You can put them in a fracture object if you still want to use effectors for animation. Cloner_Pin_Texture_workaround.c4d
    2 points
  2. Oh my this was so much simpler than I realized. Thank you @Cerbera!
    1 point
  3. Hello @EAlexander sorry for the delayed response. I'm editing this reply because I read this and attempted your solution before reading MASH's solution. The answer to this question is they are colored because the DISPLAY COLOR in the BASIC tab of each object is set to custom. Hello @davetwo Thank you for this. I've never used CAD but your right, there is simply no way this is actually 10,000 actual objects. I wish I knew which options to focus on when importing, however. Hello @Mash! OMG THAT WORKED! It took FOREVER for it to load the dang textures but it worked. I guess the next thread will be about how to improve future CAD imports so there isn't so many elements (10,000+) and what I need to say to the engineer so that he can make my life easier. I'll need to focus on what to ask the forum though for a while because I can't articulate it well, but for now, this closes the thread. Thank you both for the time for helping me, and once again sorry for the delay. Edit: This pro tip from @EAlexander has now come in SUPER handy now that I have textures to manipulate. Thanks again!
    1 point
  4. Okay, it's now a bit clearer. Thank you for your time, HAVEALOT.
    1 point
  5. No one ever answered this, but I'm going to drop it here for posterity, as I came across it searching for something else. The answer is to export the weights for each mesh via the weights manager, then gather all your meshes in 1 file & re-import the weights onto each of the meshes, after adding a weight tag with the relevant joints to each mesh. When importing the weights, it simply checks the weight tag for a joint of the corresponding name & applies the weighting, so as long as you've dragged all the joints into the weight tag prior to import, you're all good. Exporting & importing weights can also be used to fix skinning issues in situ - for example, you noticed a problem with the weight painting but animators have already used the character in lots of files - you can simply correct the weighting in the original file & import it into the animaton scenes. Of course, xref chracters is another alternative solution for this, as it let's you have te character auto-update.
    1 point
  6. While i'm on said lawn, wana buy some cookies to go with your warm coco? 😄
    1 point
  7. Try 63 this year (...and he complains about 36). Remember: The goal is NOT to live to a ripe old age. The goal is to die young as late as possible!!!!! Enough said....now get off my lawn!!!!!😀 Dave
    1 point
  8. I don't think people understand how futile this backlash is. This stuff is going to happen, and there is absolutely nothing we can do about it. I'm not even trying to be cynical here. Imho that's just how it is.
    1 point
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