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bentraje

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Everything posted by bentraje

  1. @kkamin Nice animation mate. My only qualm is that the stiff animation of opening/closing of the doors. Although it is mechanical, there should be a bit of overlap when it is opened/closed. Also for some reason there is an odd fade in the first machine (left) at frame F130 ish. Not sure if that was intended.
  2. @natevplas "Go where you want" Supposing you have this hierarchy Parent (Controller) Child (Cloth) Just animate the parent and have the child in Follow position. It basically let's you dictate where you want the child (Cloth) to be.
  3. Hi. Not interested on position but I think it would be fair to drop the Thinking Particles on to your learning list. It hasn't been updated in years and there are few references on it and even so few people uses it. Its better off to use xParticles instead.
  4. Thanks for sharing the free link. Hope Samir is doing fine.
  5. These are really good! So inspiring.
  6. Thanks for the list. Help me a lot. I couldn't find the list in the documentation.
  7. Totally offtangent, but when they say "With upcoming internal changes," does this mean that R20 is a holy grail release? I.e. hyperthreading of dynamics among others?
  8. bentraje

    ShowMe

    Thanks again for sharing! :)
  9. Hi. For reference, this site is dubbed as "Greyscalegorilla" for Houdini. http://www.entagma.com/category/tutorials/
  10. Thanks for the clarification @ABMotion. This clear things up! Thank you.
  11. Got to admit that Houdini presentation was amazing. I thought people only use Houdini for VDB stuff and particles. I guess I was wrong. Houdini is more than that.
  12. Thanks @ABMotion for the response. I am new to Python but took me a while to figure out. So basically, I cannot locate the "Find" command in C4D documentation as it is actually a generic Python command. I was under the impression that since it is preceded by a dot (.), it is under the GetName() command. Same thing as doc.GetActiveObjects. GetActiveObjects command is under the doc. However, I thought the int() command returns an integer. But why does the code work when the what we are searching for (name) is a string and not an integer? Thank you for your time.
  13. Hi, import c4d from c4d import gui #Welcome to the world of Python def main(): name = "cube" c4d.CallCommand(100004766) objList = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_0) for obj in objList: if obj.GetName().find(name) == int(-1): doc.SetSelection(obj, c4d.SELECTION_SUB) c4d.EventAdd() if __name__=='__main__': main() The whole script works. Just wondering how to read this particular line. (The line after the For loop command) In the docu, (1) GetName requires a string. However, in the code referred, it works despite not having a string. This gives me the impression that .find() is the string. Okay maybe it is, but (2)where do I locate the find() command in the docu (tried searching but there were several find commands and they are not specific to names). Lastly, what does this mean (3) command means int(-1):? Credits: The code is lifted on this thread https://www.cineversity.com/forums/viewthread/1305/#4453 Thank you for your time.
  14. Hi @graphos RE: print objtList. Thank you for the response. It works as expected. RE:"#And here you can simply iterate over the list as you do normally". I'm not sure how to use this but I'll try to figure it out. Thank you again!
  15. Hi, Is there a way I can get the data of a specific object in the multiple selected objects? For instance, I was selecting multiple objects in the following order. Cube Sphere Cone Cylinder. I was under the impression that the order would be 0 = Cube, 1= Sphere, 2= Cone, 3= Cylinder. But when I hit print doc.GetActiveObjects(2) I get a Cube instead of the Cone. Is there a way to cycle within the list using the GetActiveObject command? Thank you for your time.
  16. To be honest, GI is massive rendering over-kill if you are using the default renderer (Standard/Physical) But if you use external renders, it is quite reasonable. This is actually why people use external renders because they are fast. There is an old way of faking GI. Basically, you render your scene without GI. Then Render an Ambient Occlussion Pass. Then composite it in the software. Then you'd get a decent overall illumination. Good luck!
  17. Hi @jed Thank you for your response. Unfortunately, it's not what I am after. RE: your python. It is an interesting indeed. Just saw the file. The only problem with it is that it moves when you scrub back and forth. For instance, if you scrub from 1 to 150, it functions as intended. The cube raises up. But when you scrub to 150 to 1. It still raises up. By theory, it should move down instead. Srek from CGTalk also posted a solution which mimicks what I was referring. It works well with the position but not quite so with rotation. I have yet to check it deeply. I have mark the thread as solved to prevent any more trouble. But be it noted that your effort is not in vain, in your python script you actually pointed what was obvious: Just manually input the constant figure rather using a node. So that was what I did. Instead of the Cube as the input, I had the Cube's PSR instead (hardcoded)as a constant node in the Math node. It's not automated but it should work for the next projects. RE: Character string. Yea you are right. I never knew about python that can read the length of the string. That will surely come in handy in the future. Thank you again!
  18. @jed Sorry for the confusion. Yes, this is what I am after "A = A + B is a loop" It is a loop. To be honest, I'm not familiar with Python or Xpresso. How do I do this? "Making the loop scenario only execute when the value to be added changes is easy in Python." Also I am not sure about this "and write to, read back etc." Sorry for the trouble.
  19. @ABMotion Thanks for the link. RE: Srek, I'm still not sure. I still have to verify the rotation parameters. But the Position setting is what exactly what I want. RE: from above. Here is the file to illustrate the problem with that set-up. The child should rotate within its own axis rather than the parent. So hopefully you can see now why I wanted this equation Existing Object's PSR (A) + Arbitrary Variable Amount (B)= New Object's PSR (C). The equation above does not take bias against the pivot point unlike the normal Parent/Child hierarchy.
  20. @ABMotion RE: "Why not move the Cube by 5 in Attributes Manager?" I certainly can, but I am driving that Arbitrary Node with a variable. Not just by 5. That is only for representation for simplicty. What is the action you're wanting to use to move it by 5? I want to move Object B by 5 and have Object A by the same amount. Why not use hierarchy? I cannot. Why not use constraint? I cannot. I need it thru expresso. Now come to think of it, in summary it is like doing Parenting but through Nodes. Is that possible? P.S. Sorry if this confuses. Should have explained it much better but I guess the Parenting but through Nodes should clarify.
  21. RE: Trying to achieve. I'm doing a facial rig that have multiple pose morphs and multiple joints within that morphs. With controls that does not reside with its controlled joints. It's somewhat complicated. So the illustration file is really the clearest I can provide. With your solution, when I scrub the timeline, the Cube moves. (That was the problem earlier. When I try to change something, any change, frame or a simple click, the cube moves. It should not). It should only be incremented by an arbitrary amount (in this case 5). Regardless of what frame I am in. So in your question, Do you want A to increment by 5 only one time? Yes, in one time only unless I change the arbitrary amount. Is that possible?
  22. @ABMotion For better illustration, here is a video of the problem https://www.dropbox.com/s/g9i29v3vhwv5z34/c4d044_loopingProblem.mp4?dl=0 And the project file https://www.dropbox.com/s/708kq7x9vyoveso/c4d044_loopingProblem.c4d?dl=0
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