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Showing content with the highest reputation on 12/15/2024 in all areas

  1. Here is how to calculate smooth tangents in nodes. Setup is interesting because it shows some previous/next iteration techniques which are widely applicable 🙂 237_Calc_smooth_tangents.c4d
    1 point
  2. This is how I would approach it: 1. Use a Build Node of type Vector2D so that you can take advantage of its add/remove input UI. Vector 2D because it allows you to specify min/max index in one go. 2. For each user-specified range, use a Range Node to build a list of indexes. 3. Collect all of the indexes in a single Array<Integer> 4. Use that array to control the "Selection" (not selection string) input for the Delete node. Ideas to make it more useful/robust: 1. Negative Indexing: Add support for negative indexing so that `-1` is the highest indexed polygon. 2. Start + Count: Maybe switch from Start/End indexing to Start + Count so that it's easier to select big blocks of numbers. 3. Step Size: Switch to a Vector3D input so that you can specify a step-size for checkered patterns between selected elements. 4. Custom UI: The build array node lets the user specify as many elements as they want, but it doesn't allow for custom-named elements. You might opt for building a custom UI that allows for a set number of ranges (I imagine 4 will be more than enough for most people) with checkboxes to activate them. _Authored in Cinema 4D 2025.1_ delete-index-range-list_v01.c4d
    1 point
  3. @zeden Is this in scene nodes or it can be in capsule? Both are possible but with new object inputs it is really easy, here is a quick example multi_obj_delete_components.c4d
    1 point
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