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Cerbera

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Everything posted by Cerbera

  1. Occasionally, but when I do the main focus is mainly on the modelling, and I tend to pass stuff on for rigging and animating, so not so much experience in that area. CBR
  2. S26 is radically better than S24 (modelling features alone), and most of the bugs in the former are fixed in the latter, so you may be better off with the more recent version. Of course the corollary also applies in that there will usually be different bugs in the newer version, but such is the way of things in the quest to incorporate new stuff... Well that's just mental and I don't understand it. 🙂 The amount of memory allocated to PV shouldn't have any affect at all on render time, and if it does, surely that is bug right ? It should ONLY affect how many frames are cached ! CBR
  3. Most of it's in the r-click menu for any node. Here you can align to grid, centre and arrange the nodes and a whole lot more besides. Changing the colour of a node is as easy as selecting it and changing its colour in the basic tab of the attributes... We can add annotations via the remark node. Conduits for node wires might be expecting a bit much though ! CBR
  4. Cerbera

    Align two objects

    I presume your use of the term 'connect' is a language thing, and you actually just want to align them ? You can use the Place Tool to just pick stuff up and align it to other objects. Lots of other ways as well, but that is the easiest. CBR
  5. Let's clear up some confusion here: This is NOT a palette - it is a HUD element, so can't be undocked. All functionality pertaining to it is only gettable-to using the right-click menu. I will change the title of this post to make things less confusing. CBR
  6. Interesting project ! That's a very low voxel scale hey ? And I guess the nearest you could get to a smoothing layer would be a heat gun ! 🙂 CBR
  7. What happens when you right-click it ? A menu should appear. CBR
  8. No, I don't think so. CBR
  9. Cinema has loads of default models (see Asset browser), and includes a range of humans for various animation purposes, but expecting to find one of superman is very specific, especially as it is copyrighted work, which would make its provision in the software almost impossible. And of course Cinema does contain ALL the tools you need to make your own superman model, but obviously you need some skill and experience to be able to do this - it is usually several years before people learn everything they need to know to be able to model, texture, UV, light, rig, animate and render a full character !! I think you need to watch a few very beginner tutorials. PSR merely refers to Position, Scale and Rotation, any of which are freely animatable. But there used to be a function called 'Reset PSR' (now called Reset Transform in the Co-ords manager) which did (and still does) do what you describe. CBR
  10. No that is impossible with that sort of model / mesh. You need to find or make a traditional human style model in a T-pose to work with the character Object, like this one for example... Note the topology, which is eminently suitable for deformation, something that is very important to character animation Your mesh doesn't have any of the properties it needs to, so you'll be needing another model if you want to do any actual movement with it. But, as I said above - if you just want to make your existing model fly across the screen (which is about the only animation that model is posed to be able to do), then you can do that with regular PSR animation. CBR
  11. Did you not take in any of the information I gave you in your last post about this, in which I pointed out that the character object could not possibly work with this model ? The Character object is for binding to a true 3D mesh, and you do not have that - you have a flat superman 'logo' which has been extruded from splines. That is not animatable unless (as I also pointed out last time) you only do General PSR transforms relative to the camera, which doesn't involve the character object at all. CBR
  12. If I knew I'd have said so ! 🙂 I might be a veteran Cinema user, but only switched to RS myself quite recently, and have never done any composting in it, so very much the wrong person to try and answer this I'm afraid... CBR
  13. For the last few years Anton Palmqvist has been diligently creating a useful website where CG artists can go to look up the physical properties of most materials we are likely to need. Nice to have an alternative to the rather chaotically laid-out refractiveindex.info. https://physicallybased.info/ Very clear layouts, complex IOR values, typical color and even density values. Also relevant values for lights and cameras, and some useful tools for converting Specular to IoR and sRGB to Linear. CBR
  14. I know what you mean. Although I like the new look and layout it did take about a month before I stopped going to the old places to get tools, and the oft-changing menus still get me sometimes... CBR
  15. If I open your file it comes in with 2 freeze tags, and is broken. If I delete the top freeze tag it works as expected. Have you got the latest version / service pack for R25 ? It sounds like the version you have might be bugged... CBR
  16. The freeze shouldn't be necessary for this unless there is data in the vertex map you want to preserve after fields get involved. That is working for me with both poly and edge selections dragged into the vertex map in S26. Could you upload your scene file ? CBR
  17. I think the trouble we run into here is that the poly object OP is trying to make dynamic is a multi-part mesh, which means that as soon as we apply a cloth tag to it, no matter what the settings, it falls apart and disintegrates in a way that Fritz's cylinder does not. I wonder if we can circumvent that problem using a mesh deformer and a low poly cage object ? CBR
  18. Alas we can't see the whole error message you are getting in that window in your screenshot, and you haven't included the file or the textures in the question so we can't tell you specifically what the issue is ! Generally speaking that window only pops up to tell you about potential errors somewhere in the rendering or material system. We would need to know a lot more about your scene in terms of what type of RS materials you are using, if the paths to bitmaps are correct, and to see the full error messages etc etc before we can reasonably answer... CBR
  19. You can either make the boolean editable (C), and extrude the walls (with caps) to get thickness, or you can try putting the whole boole under a cloth surface and using the thickness setting in that to do it parametrically. Small risk of that going wrong because of the horrible boole, but you might get away with it... CBR
  20. Global vs local axis mode ? But could also be 'Cinema quantum weirdness' for which the only cure is new scene ! CBR
  21. Not a lot to go on there. Maybe Modelling axis mode or position ? CBR
  22. I think if you are using new sim stuff you should be using a Rope Belt to connect that spline to the object, rather than a spring from the old Bullet dynamics... CBR
  23. Your mistake, presumably, is imagining that you can animate a character which is essentially a flat plane, as is the case with your superman. That is completely unsuitable for animating with the character object, or indeed any method that would deform the mesh, which, in its current state is unable to deform at all because it is made of exclusively ngons. Generally speaking, no model produced from splines in extrudes will be suitable for character animation. If you want to animate that flat superman you'll need to do it relative to the camera and with PSR transforms only. CBR
  24. That image does not contain any depth information and the black and white values in it do not correspond to depth, so it can't really be turned into a displacement map without using it merely as a guide to painstakingly create the depth information we are lacking in photoshop or similar. Not certain of course, but it is likely that the linear gradient in the video you mentioned was applied to an actual model in order to get a depth map out to render, which could then be used for displacement. If that is the case it doesn't apply here unless you have a model that contains the depth information lacking from the picture. CBR
  25. Yes, our own polygon pen does a lot of very similar things to quad draw, including reprojection, which is quite nice. HB Modelling Bundle and its retopo setup provides even more functionality than Mayas quad draw, so we are not bereft in that area so much. CBR
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