-
Posts
17,859 -
Joined
-
Days Won
708
Content Type
Profiles
Blogs
Forums
Gallery
Pipeline Tools
3D Wiki
Plugin List
Store
Downloads
Everything posted by Cerbera
-
FFD is wrong tool for this, and model is not suitable for deformation yet due to uneven segments. You need even, regular segments, and then you can just use soft selection to make a nice easy dip in the chair. I notice also the fabric doesn't have any physical thickness, which it will need in order to look realistic. Here is the sort of segmentation you need in the base mesh. Also don't forget the control loops that stop the corners collapsing under SDS. Once the segments are even, just turn on soft selection, choose Dome mode, adjust the radius as shown and use the move tool to add art directed unevenness to the chair seat. CBR
-
34 posts in and you still haven't completed your profile, meaning we have to ask every single time you post which version of the software you are in ! Very important we can see this at a glance. Even with the provided file, we still have to download that to be able to see the version ! However, the dresser does still work since the introduction of new cloth, and I am able to seam your polys no problem, although we don't see the result of the dressing until we leave polygon mode, which is different to old cloth as I recall. I think that is the main difference, and may even be a bug - I will investigate that. When I open your file, however, I see that dress mode isn't turned on, no polys have been defined as seam polys, so this wouldn't work anyway until those things were fixed. But you need to know that the dresser's job is not to wrap around and shrinkwrap on to other geometry, but merely to seam the selected polys - that is draw them together. If you only do 20 steps in the dresser, then that is not shrinking enough to acknowledge the inner shape with anything but the selected polys. But I could get it working as you wish by just hitting Relax a few times after that, which does allow it to shrink in more and assume the shape. CBR
-
Likewise - it has a long-standing reputation of having just awful technical support, was horribly crash-happy, and not many people that bought it were very happy with the experience. It might take them quite some time to fix that reputation. CBR
-
Interesting. That looks like 2 independent sine waves with a null / flat point in the middle, and nice geo interpolation between the 2. I shall think about how that might have been done while I'm out riding... CBR
-
If you could show us a photo of the object you are trying to create we might be able to see what the inside of the tube actually does there on the physical object. CBR
-
Yes, and for me now. And also with displacer. Must have been something dodgy in that file. CBR
-
We mustn't forget that MD is a dedicated application designed to ONLY do that and has had over a decade's worth of development... I think we should be grateful that we have anything close to that functionality natively in Cinema, especially as it is so much superior to our previous cloth system. Ours is, as yet, still an early incarnation, and it is reasonable to expect that improvements will be made to it as time goes on. Personally I think it's a stunning start ! 🙂 If you look very closely at Quasar's examples above I'd say he was doing a pretty good job of showing different material density - the creasing in the jeans on the second to last example looks mostly correct, and way different from the creasing and movement of the thinner, lighter materials in his other examples. I don't think the inevitable use of proxy objects is such a big deal; the mesh deformer works well in this regard and we have excellent Remesh and Normal move commands, and very decent modelling tools for creating that proxy geometry quickly and efficiently. CBR
-
Yeah I don't think that works using Restriction. I suspect that is only for actual deformers, maybe not effectors ? But it does work if you pop to the fields tab of the effector and drag the point selection tag in there. However because there are 3 separate points in that selection, they obviously all split up once randomly effected, which I am guessing isn't what you want ? And that's quite problematic for you if that's the case, because you can't have a 3 way spline junction. I think you might have more luck animating a polygon in the same shape, and get your wireframe outline another way, such as cloning to edges with edge scaling or even using Atom Array. CBR
-
That is a monster. Does that require half the national power grid to run ?! 🙂 CBR
-
Not that I can recall, it's much the same but plus softbodies ! Seems very reliable for me on Win 10. Oh wait, the colour management options might be different. Those are always changing at the moment ! Why not download and install to a different folder so you retain both ?! CBR
-
OK, you have definitely got it set up right... but in 2023 I get this as the render result, which is correct. But if I try to open that in 26.107 it fails for unknown reasons, and the eye ball doesn't even appear in vp ! Please do a support ticket and send that file to Maxon. CBR
-
That screenie doesn't show the correct bit. It shows the viewport filter options, not the render ones. Like the quick-tip said, you need to go to render settings, and sort this section out with your geo only settings... If you do have those set correctly and it is still not working, please let me know exactly which version you are using, and include a simplified scene file that demonstrates it not working. CBR
-
Yes - follow a guy called Quasar on Twitter, who is doing amazing things with cloth... so I would have to conclude it can be done ! His recent timeline is full of impressive cloth stuff - check it out ! CBR
-
The stiffness is primarily governed by number of segments in surface - generally speaking, the thicker and stiffer you want something to be the less segments you want in it. A default size Plane object, given 40 x 40 segments and a bendiness value of 0 and a thickness of 1.5 behaves quite like thick leather for me. Whereas if I up the segment count to 200 x 200, and up bendyness to 100, and reduce thickness I get a much thinner-looking material with correspondingly more folds, and floppier movement. Here's an example scene which shows the difference. I left the planes parametric so you can experiment with different segments. Cloth thickness vs segments.c4d CBR
-
Hey MP If it works in a new scene, then the old one must be suspect somehow, which means we'd need it to see to try and find the issue... But what might be easier is just copying and pasting all objects in one go to a new scene ! CBR
-
Ok, some potentially better news ! Previously I had been adding my hair to the sweep on Frame 1. I just thought I would try something rather unintuitive and add hair at the end frame of the animation instead, and that appears to have worked, in that now the hair respects the growth and distribution modes ! And more than that, it seems to be updating per frame in a more sequential way, rather than the per-frame recalculations and redistribution we seemed to be getting above... Here's a scene file of that working you can try in S26. Hair growth working.c4d Less successful with dynamics though, which don't start calculating / drooping until the draw-on rope animation is complete. So that is turned off in my file. CBR
-
AFAIK that is supposed to work if the growth doesn't start at zero - but with literally any value above that it should work, and does for me in 2023 as seen below. The problem that we have even if it does work is that the hair seems to update every frame, which might ruin the continuity of any animation. Also, in render I can't get the hairs to appear in anything other than a fixed direction, regardless of what the growth is set to (Normal, Random etc) and seemingly regardless of hair distribution mode, which also seems linked to the fact that the sweep is changing. CBR
-
OP might not require any deformation of the individual characters, but he is getting it with that deformer setup, either HP's original proposal or in mine ! And that'll be why ngons won't cut it here unless they can remain flat. CBR
-
OK, you need some quite specific settings to make that work. First of all we can't have ngon caps on the extrude - that is not a suitable caps type for anything that is twisting, and that's why you get shading errors you struggle to eliminate. So first up, change caps type to Delaunay and quad-dominant. That gives us more even polys, but not at enough density because of your spline's intermediate points settings, which should be something like subdivided to 1 cm so you get lots of edge points for delaunay caps to work with. Next up the wrap deformer is causing problems with the current hierarchy order. I can't get it to work if I keep the order you have now, but if I change it to the following than I get a result that works better and allows bevels in the Extrude. Here's my file if that helps... screams0 CBR.c4d CBR
-
Captain Disillusion has dropped another great one, this time it's the Horrors of the Alpha channel ! CBR
-
It's hard to know how you went wrong or what you are doing wrong without video of you doing it ! The instructions are correct though, and should apply in the version you are using. CBR
-
This is unrelated to the previous problem in this thread so should have got a new one really - next time - please do new thread per problem !! OK, what we have got there, I'm afraid, is an absolute disaster of a mesh, as revealed here by mesh checker, which shows how this mesh contains almost every type of broken polygon it is possible to make ! You have non-manifold edges, bad polygons galore, non-planars that shouldn't be there and coincident polys - it's a nightmare ! 🙂 This isn't worth saving - you need to start again. The selection and modelling tools cannot work predictably when they are dealing with this sort of mess. How you got into that state I cannot say ! 😕 CBR