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Everything posted by MighT
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Well, point taken and you are surely right. Maybe there's also a slight difference between an artistic/modellers/texturers view and a softworkers view. I do agree that the opinion of the first is certainly more important. But given all the deficiencies of the given mesh I still like the result the algorithm delivers. You will maybe at least admit, that this is far from a trivial problem from an algorithmic point of view. And actually I would like to see the result, after the mesh has been fixed at least to a certain extend.
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For what it's worth, I always wanted to try C4D's new UV packing algorithm add in S22. And this seemed like a good object to try. While in this case it does not deliver a perfect solution with a single click (not sure, that would at all be possible without any preparation), I think, the result is indeed pretty decent (also taking into account the polygon errors into account). But given Cerbera's explanation on the general forgiveness of the project's fur requirements, I'd say, it could well deliver a pretty solid base, which may need only few tweaks. At least I (who admittedly works very little with UVs) was pretty impressed by the result of the Automatic UV Packed mode: https://help.maxon.net/c4d/s22/us/index.html#11657
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Selection tags have a name, which you can enter in the Selection String to choose a specific one. Currently it is set to active, which, well, is the currently active selection. Maxon's integrated help is well worth a look, instead of or parallel to Google. You are aware, that you can right click on any parameter and choose Help... to get right to where you wanted? Although with Scene Nodes (and thus I guess Capsules) the descriptions might not be perfect, yet.
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Before proposing solutions, could you maybe tell us some more details? Is it really the goal to animate this, or is it more about automating the modeling steps? And could you please update your profile? Especially the version of Cinema 4D would be interesting. If it is more about modeling in the latest version of C4D, I'd for example take Scene Nodes/Capsules into account. Much more suited than Xpresso, I'd say. Or one could think about doing it in Python. It really depends on the use case and available C4D version.
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I am no rigger, either.... just from looking at above screenshots, regardless from skin on or off, but the joints look all right? In my mind, joints looking that way... I mean, they are not looking especially horse like... I'd expect the skin to be the least problem. Or are those joints shown in the screenshot not related to the horse? And why are they different in the second screenshot? Do they move, when skin tag gets turned on and off? Could this be related to rotation order of the joints coordinate system? Are there any options in this area on FBX import? Fingers crossed, HappyPolygon or somebody else with rigging experience can get you out of this.
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Hi everyone, I'd like to announce the release of a new plugin for Cinema 4D: Asset Juggler Asset Juggler assists with the creation of series of unique combinations of arbitrary assets. Be it in game development, in order to quickly show different options and variations of a project to a customer or, as requested several times in this community, for series of unique images... We put quite a bit of effort into the design of Asset Juggler and its workflow, to provide as much flexibility as possible, while at the same time keeping the time to results as short as possible. The unlicensed version works as demo, so all functionality can be tested prior to investing money. Only limitation, series will have a maximum of five combinations. Special thanks to forum member Tural Mammadzada for helping with workflow ideas and testing. Cheers, Andreas
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This. And while it is not the problem in your setup (seems to make no difference at all), I'd like to note, that Time is the wrong data type for the math nodes inside your "Rotate" Xgroups. Those calculations are floating point math and thus the data type should be set to "Real".
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Well, I bet also in your Renderer you want some determinism and reproducibility. If a chair only casts a shadow in fifty percent of the renderings, I'd regard it as a bit suboptimal. But I'm not criticizing your post here. I just said, that I personally take the results of such papers with a lot of salt (not only a few grains).
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Yep, but if you watch the examples closely, for those hours spent, it is not nearly as pixel perfect, as the presenter says. For example watch the shadow of the shades. I am not a big fan of these Two Minute Papers. Or maybe I should say it differently. They can be a nice quick overview of current science, but the presentation needs to be taken with not only one, but several grains of salt. And this "Awesome!", "Epic!" and "Unbelievable!" style of presentation, well, I guess, I'm too old for it. Not saying AI is not a thing, but many, many, many papers have already shown, that they do not have the faintest idea of what their AI has learned. And there is nobody, who will be able to fix it, if such a method fails in a certain case. Yes, you can retrain it, but then you do not know, if it will not fail in another case that was working before (but does not belong to the training set). Already modern hipster software development creates nightmares of complexity by stacking black boxes of unknown complexity onto each other, only to show surprised faces, if the house of cards does what houses of cards tend to do eventually. With AI this is complexity on steroids. One example from covid science (and yes, there are other positive ones as well), where a lot of researchers tried to leverage the power of AI for our health. In one case the AI learned to differentiate between children and adults, instead of healthy and sick. In the next case it learned to differentiate between sitting and standing patients, instead of healthy and sick. And in another case it learned to correctly identify the font used by a certain hospital in x-ray images, instead of the difference between healthy and sick. None of these cases had been discovered by the creators of the AI. And in health science could potentially be lives at stake... Again, AI can do marvelous things. Yet, stay a bit wary, if the presented results look too good to be true. Nothing comes for free. And the amount of energy invested by Nvidia for example to make DLSS happen is far from negligible.
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Expresso - User data In-/Exclusion List to Link List node
MighT replied to Pryce Duncalf's topic in Nodes
I'm not sure there is a way without Python. But with Python it is rather simple. Here's the code for a Python node (port datatypes need to be set up correctly!): import c4d def main(): global Output1 if InEx is None: Output1 = None if Index < 0 or Index >= InEx.GetObjectCount(): Output1 = None else: Output1 = InEx.ObjectFromIndex(doc, Index) And here small test scene: test_inex_in_xpresso.c4d Edit: Fixed an error, new file uploaded. -
It's not that easy. 3D object data is all about vectors, so yes, that's similar to vector graphics in 2D. And I wouldn't expect too many issues with accuracy of this vector data in most modern exchange formats (like Alembic or FBX). The problems with data exchange in 3D mostly arise from different features or different technical concepts in DCCs, which make it hard to translate into other DCCs. I would expect a polygon object to transfer nicely, while for example a Field or a Cloner object from C4D would probably not, as there is no general way of expressing such in a way all DCCs could understand (assuming they even provide a similar feature). The way around this is in many cases baking (either manually in your project or performed implicitly in an exporter). For the Cloner example, this would probably end with the cloner being replaced by actual copies of the clones. Parametric animation could be baked down to keyframed animation,... If this works for all content of a project and how good this works is highly dependent on the actual project and workflow. There are people here on the forum, which have way more experience with this than I do. I'd say, it needs some experience to get a good feel for problematic elements of a project and how to best work around limitations arising from such. For plain polygon objects I wouldn't expect too many issues.
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I guess, we need to sort a few things. 1) Cinema 4D ships with Substance Engine and allows to use Substance materials created with Substance Designer. Neither a plugin is needed, nor does Substance Designer have to be installed. This has nothing to do with Substance Painter, except that Substance Painter can make use of the same Substance materials. 2) Cerbera already talked about, how a manual workflow between Substance Painter and C4D could look like. 3) I do not know the plugin LiveLink C4D-SP. BUT looking at the first screenshot in this thread, I have some doubts about proper plugin installation. Those four plugin paths shown in that screenshot are almost certainly wrong (as long as Adobe does not deliver Substance Painter with such a plugin included, but even then I doubt, C4D binaries to be located in Adobe's paths). I'd strongly recommend not to add arbitrary paths to your list of plugin folders in C4D. 4) LiveLink C4D-SP plugin, I only see Cinema 4D R17+ as a requirement. Question is, has it already been updated to support latest versions of C4D? Is it really compatible with R25? If so, then check the installation instructions of the plugin closely. And if it still fails, I'd recommend to contact the developper of the plugin.
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Thanks a lot. May well be the one I was thinking of. Even though my inner eye shows a pineapple. But I guess, some old dirty boot and pineapple are close enough. As a software developer I only see a marginal difference between such entities anyway.
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I agree completely, but that's also what they say. So the question would be, which tools they used for clean up. I think, Holger Biebrach works with similar processes and he can explain his workflows beautifully. He may even have a video about it, but I can't seem to find it anymore.
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I just checked the project provided earlier in this thread. The point is the Point mode (pun intended). At least for me, as soon as I switch to Object mode, Coordinate Manager behaves as expected. Switching back to Point mode (which is rather useless with parametric objects) I'm back to the assumed issue with Coordinate Manager no longer showing "correct" local coordinates of the object. But instead it now displays point coordinates, I guess.
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Hm, doesn't the link already answer the question? "Capturing textures, materials and fabric from the physical products allowed us to push photo-realism to the next level. 3D scans of each shoe were captured, which our talented team of artists refined and built upon to create fully formed CGI products."
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Forgive my openness, but why don't you just buy Cairyn's NFT generator or the plugin Asset Juggler I'm about to release in a few days? Otherwise I think, Maxon's examples contain already pretty much everything you need. Or you could visit Maxon's free developer support in Plugin Café, where this question has been answered multiple times already.
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By "record setting" you mean the track and keyframe set for visibility? Well, yes, that's how C4D works. Your way of changing these is like the user modifying it. And you should notice the keyframe turning yellow accordingly. You would need to work directly on the keyframes. I suggest looking at a few of Maxon's development examples.
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Ok, cool, then forget what I wrote about NodeData plugins. Then Otoy or their C4D plugin developer Ahmet are your best bet. This forum, linked in the plugin's docs looks quite promising: https://render.otoy.com/forum/viewforum.php?f=30&sid=5dde8b904fdcf1fd43c6b90d51e819b7
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You said, you are trying to implement a material or probably rather shader, as Python does provide no means to write a Material plugin to my knowledge. Anyway, both would be NodeData derived plugins. Your code piece doesn't show enough context, but calls like EventAdd() and CallButton() in the context of a NodeData plugin make me at least shiver. Yes, there are parts of NodeData derived plugins, which allow such usage, but we can't tell from the code snippet you posted, if that's the case for your code. Nor do I want to imply, this is the cause of your issues. Yet, the resulting crashes from such misusage can be quite random and pretty hard to debug. So even if you encountered nothing in this regard, I recommend to read up on this topic and thoroughly check your code, if it's following the rules. In order to progress with your actual issues, I recommend a) to use Maxon's free developer support in Plugin Café and b) as Maxon's SDK team probably can't help much with Octane specific problems, contacting Otoy or the developer of the Octane C4D bridge directly.
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For me, who had received 25.115 on Win before it was pulled back, it also updated from 25.115 to 25.117 without issues.
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Is it on Win or Mac? I have seen strange issues with dialogs on Mac, but have never been able to reliably reproduce. In my cases (not saying it is the same issue here) it helped to force the dialog into an update by e.g. resizing the dialog.
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Yes, take a look at BaseObject.GetMg(). Global position is the offset vector (Matrix.off) in the returned matrix. General explanation of Matrix may be of interest as well.
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Thanks for the clarification. I'm completely fine with no license at all (and GPL as well). Just wanted to make sure, there is none I could violate, in case I would take advantage of your generous offer. I'll check your repository later to see what I can contribute. Cheers and thanks again!