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Ignash

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Everything posted by Ignash

  1. Solved it with the help of this tutorial. I am attaching the scene if anyone is gonna run in to the same problem. connect multiple cloners with splines.c4d
  2. I am looking to connect two cloner clones with the splines. So for example: Cloner 1 has 3 clones and Cloner 2 has 3 clones. Clone 1.1 is connected with the spline to Clone 2.1, Clone 1.2 is connected to Clone 2.2, etc. I found a solution to connect 2 cloner objects here: https://mikeudin.net/2021/06/11/cinema-4d-xpresso-connect-clones-with-spline/#more-7268, but can't get it to work with more than two.
  3. If you spend half a day with the new UI you get used to it and won't be able to go back because how dumb UI used to be. There are some quirks, but I bet it will be polished down the road.
  4. Well, this forum is under paywall now, sooo
  5. I am trying to move the polygons of the object with a simple plain effector in deformation mode, but polygon mode effects the object the same way as point mode. I have restriction tag applied that effects only the top polygon of each cube. I know how to achieve this effect with different techniques, but this is just a test scene, In original scene I have a object with 10 000+ different buildings that are merged into the single object. I want them to all "grow up" individually instead of affecting the points of the object separately. Anyone knows a technique how I could solve this? Maybe a Plugin?
  6. Thanks!! So annoying they haven't fixed it in a hotfix or something.
  7. Honestly I would love to just have UI being customizable like in c4d. Shortcuts should be also customizable. It's such a pain to take on zbrush for a new user and maxon now has a big opportunity to provide that.
  8. Ignash

    R25 Expectations

    Ahhh, yeap, for that scenario it doesn't really work as intended. But I am sure there is plenty workarounds for that.
  9. Ignash

    R25 Expectations

    Agree on the Xrefs, but what about parent constraints doesn't work? Haven't they been fixed since R20 or R21?
  10. Ignash

    R25 Expectations

    I am C4D fanboy so no criticism should be taken personally, it's because I love the software and don't want to learn all the blender shortcuts anytime soon is why I am talking 'passionately'. There are two sections I expect every year but probably will be neglected for awhile: 1. Character workflows including - Xref update that actually work how you expect without going through entire myth of buttons and checkboxes to make it just stable enough that it wont corrupt your animators work when he accidentally does something. Just copy maya at this point. Also animation layers that work without being absolutely destructive like Motion systems is. And then some rigging stuff would help, for example IK chain templates could be cool, where you don't have to make your own systems and all the most popular IK chain setups would lay inside the one tag. Mechanical IK, Normal IK, Spine IK. Wings, quadruped, etc etc. 2. PBR Shader that would work as an default shader and would display in the viewport how it suppose to look. Entire world moved to the PBR and the Reflectance system is just not being used anywhere else outside of C4D and their own render engine, even Redshift doesn't display standard shaders properly...
  11. Hello, I've been using wonderful plugin from Cactus Dan Springy Keys, it would let user to apply simple tag on to any PSR animated object to add springiness/delay. When you have to animate huge amount of animation and add some subtle movement, it used to do wonders, but since I moved to S22 I can't get it to work anymore. I was wondering if anyone knows something similar or maybe someone would have a interest in developing some tools like that? I would gladly pay to ease my animation workload.
  12. Hey guys, first of all, thank you for this plugin, I was sweeping the web to find something with this functionality and this is exactly what i was looking for!! Now for people that want to use this with deformed mesh (like example below) I realised that the plugin does not call the deformers to update when the spline itself is being updated, but it's easily fixable with the easy xpresso: Trick behind this is to call the deformer to update every frame by changing some irrelevant setting constantly.
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