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adrencg

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adrencg last won the day on July 16 2021

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About adrencg

  • Birthday February 21

Profile Information

  • First Name
    Michael
  • Last Name
    Desantis
  • Location
    Stamford, CT

HW | SW Information

  • Texturing
    Zbrush
  • Renderer
    Redshift, Octane
  • OS
    Windows 10
  • CPU
    5950x
  • GPU
    rtx 3070

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  1. Okay, finally figured it out. Tangential (Area) mode needs to be used.
  2. I've been trying to figure out this problem and not finding a solution. It appears that either I'm doing something wrong, or Maxon has forgotten something when implementing posemorphs. When I create a joint comp posemorph and use xpresso to drive the morph based on joint rotation -- let's use the elbow as an example -- the morph only looks correct when the joint is rotated at the place of origin, ie the T-pose. If the arm gets rotated at the shoulder while the elbow is bent, the morph moves to weird positions and doesn't look right. What am I missing? This seems like it should be easy...and it is, until the limb moves from it's T-pose origin.
  3. Okay I figured out the issue. It only works properly when the input values are inside the positive. I had the joint's default position rotating into the negative.
  4. I'm trying to understand how to make a driven key work only inside a certain range of the driver's rotation. I believe I'm doing it the way I'm supposed to, but the clamps are keeping the driven object in its starting position. If I turn the clamps off, then the driven object moves its starting position to something undesirable. I'm trying to use this for some joint comp in a character rig, but I made this simple scene to illustrate the the concept. The cylinder rotates -90 degrees. I want the sphere to start moving when -75 degrees is reached. Is my range mapper set up correctly, or are there other nodes that need to be added? Ultimately, I'm using this move joints in the rig which will push the calf and hamstring when they make contact during a squat. But the movement can't happen until a certain rotation depth is reached. range mapper test.c4d
  5. Thanks for the offer, but I think I'm going to stay away from Correctional PSD morphs because as with a lot of things in C4d, it just doesn't work properly. If you could get the problem I posted about solved, that would be great...but I'm finding that PSD morphs stop working randomly for no reason and I'm getting tired of spending hours re-doing them.
  6. I think its a bug. Happens to me also.
  7. If I make correctional PSD morphs for the arm, I create one when the arm in down at the sides (shoulder area) and one for the elbow when its bent at 90 degrees. The problem is that when animating, if the elbow is bent while the arm is down at the sides, the elbow morph diminishes. I'm finding that its not the shoulder morph itself that's canceling it out, but its the rotation of the upper arm. When I was creating the morph for the elbow, the arm was outstretched in tpose. Also, the only bone that turned blue was the forearm -- which supposedly tells me that the morph is only dependent on that particular bone. So why is the upper arm bone also affecting the state of the elbow morph? Do I need to create a posemorph for every variation of arm bending at both joints (shoulder and elbow)?
  8. I have an FK character rig I made, and for some reason the right leg bone always wants to to revert back to -180, -180, -180 every time the character is animated. For example, if I freeze the coordinates, all axes go to zero. Once the character moves around some and is reset to default pose at frame 0, the bone is back to -180 again. This joint was created by mirroring from the left side. Could that have something to do with the problem? Or is it even really a problem? I like to have all bones zeroed for expressions, but can I just have that bone start at -180?
  9. I know there's a trick with the traffic lights and heirarchy when trying to hide the geometry that drives an instance, but I can't rememeber the process. Does anyone know how to do this?
  10. I have a three point lighting setup HDR I made in Blender and I've been using to great effect for a few years now. I find that an HDR image that's filled in every area makes most renders very evenly lit, which is not my personal preference. I like dramatic lighting and find that a black HDR with a couple of bright spots looks more to my taste. The HDR file is below if you want to try it in your Redshift dome. I always start every scene with this hdr. Rotate it until you find the right look. (and turn down saturation in image settings of light panel). Sometimes I may add a couple of supplemental area lights for some backlight to punch up some SSS, but this image is always my base lighting. 1497384127_threepoint0001.hdr
  11. I'm doing a hair sim with cloth strips. When turning up the sub sampling to high number like 70, the cloth jitters and shakes constantly. When I turn it down to 3 it's pretty smooth. So, there's no real problem I guess because I can get it to sim faster and look better with a low setting. But I'm just curious as to why this happens because every time I see someone asking for advice on cloth sim stability, the recommendation is always to increase sub sampling. But for me it makes the sim way worse.
  12. Ok, thanks. I'm going to assume the silence on the C4d performance comment means "no".
  13. While you're here...is there any push inside of Maxon to speed up Cinema 4d? I love the way it works, but I'm consistently frustrated by the horrible frame rates after setting up anything moderately complex. Cloners are slow, deformers are slow, volume builder is slow. Is Maxon aware that c4d doesn't measure up to other 3d software in the performance department?
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