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adrencg

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Everything posted by adrencg

  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?
  14. I can't send the scene. But I have found that the correction deformer added below the skin deformer substantially reduces the frame rate.
  15. I just loaded a scene into R26 with a character I've been rigging in r23. The frame rate is almost cut in half in R26. I didn't think it was possible for Cinema 4d to get any slower, but they did it. Can someone else load a scene between r26 and any other version and confirm this issue?
  16. I'm all for keeping things simple, but it feels like there's a need for more settings.
  17. Am I the only person who can't download s26? I keep getting this error..... <Error> <Code>BlobNotFound</Code> <Message>The specified blob does not exist. RequestId:ecc0226f-101e-0052-68b1-54ed82000000 Time:2022-04-20T12:22:01.6090036Z</Message> </Error>
  18. I don't think the spline IK is any different than any other feature when it comes to slowing down Cinema 4d. What I'm saying is, Cinema 4d is slow .
  19. It might not be a reach to say they'll never fix it, because they may not even be aware of how slow it actually is in real world usage. Or they know and will happily deny it because they don't get enough complaints about it.
  20. 1. Performance. 2. Performance. 3. Performance. Performance is also numbers 4 to 100 in my wishlist. I love the way Cinema 4d does things, but the performance is abysmal compared to other 3d apps I've used. I can go from 200 fps to 10 fps in about 2 or three moves and that's not good. Even when trying to work as efficiently as possible, I can bring the software to its knees on my Ryzen 5950x and 3x 3070 GPU. I want Maxon to stop giving us cute new toys to play with and make the software faster.
  21. Like most things in C4D, I went from 200 fps to 2 fps after making a few moves in Taiao. Horrendous performance, but it's Cinema 4D's fault mostly.
  22. I'm using the Character object to rig a character for motion capture, but there's a couple of extra bones I need. I've added them to the hierarchy while in the binding tab of the character object, but how to I get them into the weight object with the rest of the bones that are already there?
  23. Thanks, but it looks like the delta mush deformer was the problem. I turned it off.
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