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bentraje

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  1. bentraje's post in Help needed with torso topology was marked as the answer   
    You are near there. Just move the 5 pole vert much closer to arm pit.
  2. bentraje's post in Export FBX file from Blender/ import into C4d- Object is massive scale. was marked as the answer   
    @BlastercastG

    Reset the points before you used it with the cloner.


  3. bentraje's post in Copy skin weights from multiple joints to one was marked as the answer   
    In the weight manager, Just lock all other joints except the joints you are working with.
    Then hit apply all to the selected joint (i.e. joint C) you want to merge. This will effectively transfer all other unlocked joints (Joint A and Joint B) to Joint C.
  4. bentraje's post in How to read Size from bounding box with python, without XPresso? was marked as the answer   
    I would just use `op.GetRad()`.
    Be it noted that if you want to get the whole size you need to multiply it to 2 since it is only getting the "radius".
  5. bentraje's post in Is there a node to read rotation from Link (User Data) was marked as the answer   
    @Vitaly Anikienko

    Yep you can. Normally, I'll just python this but I guess you can just hijack some nodes.


    cube_instance.c4d
  6. bentraje's post in Stacking Clump Settings with Hair Materials? was marked as the answer   
    Classic. Just discovered how to solve this after posting the problem.
    Basically, just disable the Use Available option in the Hair Material Tag.

     
  7. bentraje's post in Redshift analogue of Dirt Map node in Octane was marked as the answer   
    The dirt node is just a layman terms. It doesn't really provide dirt per se. It's technically a curvature.
    So in redshift it is called curvature node. You can also use AO node on top of it.
  8. bentraje's post in combined head and body rig mesh lag was marked as the answer   
    Hi @pilF

    I'm answering the question for reference. Just in case sometime in the future another member encounters a problem.

    RE: So, now the face rig is transform constrained to a newly created child of the BD_Head_int? But that child does not have the same position as its parent. Does the position not matter?

    Ah what you have described is the "parent constraint".
    There's no default parent constraint in C4D. In Maya it is default as part of its constraint.
    I just recreated it manually.

    The way it is necessary compared to the position and rotation constraint is that it respects the orientation space of you are constraining.
    Previously, you have rotated the body head control to the back, but the face head control rotates to the front or something not 1on1.
    that's the problem. Parent constraint solves that.
  9. bentraje's post in Converting turbosquid assets from Maya to C4D was marked as the answer   
    Have you tried the project asset inspector?
     
  10. bentraje's post in Reset axis scale / compensate points. was marked as the answer   
    By default, it is already reset.
    Like when you add a transform node, all the transforms are already at default. Position, 0 0 0. Rotation 0 0 0. Scale 1 1 1.
    Even if your base mesh have a scale of 1, 10, 5 or have the default 1, 1, 1. The transform node's behavior is the same.
  11. bentraje's post in Prevent Key Type Change with Autokeying? was marked as the answer   
    @Marc Trzepla

    RE: apparently it blasts over and ignores the key
    The trick is unticking the "Overdub" parameter. By default it is ticked, so it overrides any existing interpolation.
  12. bentraje's post in How to Convert Applied Standard Materials to Redshift Material without make new was marked as the answer   
    Have you tried enabling the Redshift top bar?
    In the top bar, you have the same commands.


  13. bentraje's post in Use Heightfield Erode Node on Regular Geometry Polygon Mesh? was marked as the answer   
    @Igor

    Thanks for the response.
    I got also a reply from Konstantin.
    It's a work around but it works.

    https://procegen.konstantinmagnus.de/height-field-erosion-on-meshes

     
  14. bentraje's post in Create Selection Tags Based on Normals? was marked as the answer   
    @srek
    Unfortunately, I'm still at R21 so I can't use capsules yet. That said I asked a friend to check it out. And it seems like that's thing I'm looking for.

    =========

    Anyhow, found a solution with the help from slack.
    Basically, 1) Use a Shader Effector set to visibility 2) Use either Terrain Mask or C4D Fall Off Shader

    Works as expected 🙂
  15. bentraje's post in Get the Center "Outline" of a Spline/Text? was marked as the answer   
    Got a response from odforce forum.
    Basically just use "straight_skeleton_2D" node.

    Works as expected! 🙂
  16. bentraje's post in Uber Controller for the Bend Deformer? was marked as the answer   
    After some shower thoughts, I found a way to solve it. It was simple that I feel stupid not going this route the first time around
    Instead of using 1 bend deformer. Just use two. Done deal.

     
    uber_bend.mp4
  17. bentraje's post in Python Script Manager for Houdini? was marked as the answer   
    After watching several YT videos, I can conclude that there is no such thing.
    That said, you can still execute external python scripts in Houdini. You just need to import them.
    It's a bit cumbersome but it works.

    Check the Modules on Disk section on this page.
    https://www.sidefx.com/docs/houdini/hom/locations
  18. bentraje's post in Kinefx - Weight/Skin Geometry Based on Attributes/Grouping for Blocking? was marked as the answer   
    With the help of madebygeoff from odforce, I was able to come up with a working prototype.
    I know the problem is trivial but might come in handy in the future.

    Here is the working file:
     
    weight_based_on_attributes_group_v1.4.hipnc
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