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Everything posted by HappyPolygon
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How long did that take you ? Doesn't look that slow to me. I wish I knew how to make an emboss in PS and convert it in normal map, that could be super fast.
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Could you explain the Xpresso like in a pseudo-algorithmic way ?
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It's easy. You set your scene and position your camera, then using the camera shader you can reproject it (frontal) on an other cube. the only things that really matter are the camera angle and focal length (have to be the same on both scenes).
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Please consider filling some info on your Profile. I accidentally opened your file in C4D R12 and in my surprise it was working. We need to know your C4D version in order to provide a better assistance in the future in case of release feature sensitive solutions.
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NFT art creators are shitting bricks right now... Imagine the faces of Russians when STEAM prohibits them from buying or playing their games...
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When a nation (actually in this case Putin and his followers not all Russians) differentiates itself from the "west" then it oughts to acknowledge that if it wants to provoke any part of the "west" should make sure that it does not depend on it. Russia is cut-off of international sport events, international economic infrastructure and market, trade, travel agencies, you name it. I don't think there was ever such isolation imposed to a nation before. Putin thought that he would feel nothing just because he controls nuclear warheads. Well he better get used to this status because he is certainly not getting them back if he launces any nuclear weapons. You can go so far with attitude. Things will not revert to normal soon. No war of this kind of opponents ended in less than a month. Putin has a pride to save. He won't back down, he will get what he wants even if that means trampling over all Europe. He will face greater problems than loosing troops if he backs down. This is the inconvenient truth.
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The sad part is that the Russian people are being punished for something they don't deserve. This will lead to more hate. The mistake Putin did was to invade a country that is part of an alliance (not officially). This invasion is not the usual invasion to take out terrorist organizations or rogue military parties even if he claims otherwise. This war is nothing like any NATO member ever declared in the modern era. But no Putin supporter will ever care about this difference. What I'm particularly annoyed by is the cynical and mute reaction of India and China. China decided to evacuate its nationals today after 6 days of war. India send directives for evacuation after all flights were banned. If those countries don't give a s**t about their citizens in danger imagine, in their state of human value, what they are capable of doing with them when they take part in a war. Either that or they are just that devoted to Putin. Source CNN: https://edition.cnn.com/europe/live-news/ukraine-russia-putin-news-03-01-22/h_da4d6354837f2c7b88002e0d4ff06e62 https://edition.cnn.com/europe/live-news/ukraine-russia-putin-news-03-01-22/h_c4ded23f058f8b48765d9156e929b057 https://edition.cnn.com/europe/live-news/ukraine-russia-putin-news-03-01-22/h_a0ee9a6ba77c55005dbac0c901bac9d9
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oh, sorry I thought it was some kind of business card thing
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MoGraph is your friend... Wait, R16 ? I've done it in R25 😞 I'll try and do it in R12 ... stem.c4dstem r12.c4d
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To me it looks like this I whould never use a material displacement for that knind of detail because of the hard edges. It would require a high res for the texture and a high subdivition for the base model. It is also posible to do it with only one polygon - Normal Map emboss.c4d
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How would you distinguish the patches if they cover the whole surface ? It's hard for me to understand exactly what kind of look you are after. Your description brings the Clump hair material attribute to my mind.
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Link spline (Helix) animation to a polygon object
HappyPolygon replied to EnzoLuka's topic in Cinema 4D
What kind of formula did you use ? (effector, deformer, python ?) I only see a vibration tag. -
R25: Moving Objects Will Not Stay In Holes. Losing sleep over this...
HappyPolygon replied to BLSmith's topic in Cinema 4D
Which of these do you think is most appropriate ? -
R25: Moving Objects Will Not Stay In Holes. Losing sleep over this...
HappyPolygon replied to BLSmith's topic in Cinema 4D
Non-linear animations are hard to animate. Your angular movements create differential accelerations to the deformation of your rods and springs. It's going to be hard to produce the tension you are want. You will literally have to adjust the deformation and position frame-by-frame. My money is still on Xpresso. -
Version 1.0.0
63 downloads
A simple but complete Xpresso rig for making an orbit trail. It can be customized by substituting the Yellow and Green circles with other splines for more interesting trails to make spirograph-like results. The rig can be easily scaled for more orbits. This rig is time-dependent which means that the Yellow circle is fixed to always complete one full orbit in the project time-scale.Free -
Close a spline helix for perfect loop animation?
HappyPolygon replied to catnap's topic in Cinema 4D
I like your thinking. I've constructed an Xpresso rig that parametrically describes this kind of orbit. It still is NOT a totally parametric solution for CATNAP. CATNAP in order to use this: Play with whatever parameter you like in the main Xpresso Tag (2-Body Orbit). Let the animation run until the last frame. (Use the Go to Next Frame button to make sure you don't miss it unless you have the Loop Animation disabled) At the last frame use the Current State to Object command on the Tracer object. Close Spline on the new object. Select the first and last points and make them smooth. @Igor can we put this file somewhere for people to find ? Do we have a repository for useful nodes/rigs/models ? Torus Orbit.c4d -
Close a spline helix for perfect loop animation?
HappyPolygon replied to catnap's topic in Cinema 4D
If you don't mind this: I don't think there is a procedural way to make this happen. The only way to do this is to apply a Current State to Object on your helix and then check Close Spline. But in order for that to work you should make your helix close properly. Set Start Angle at 0 and End Angle to a multiple of 360 - 1 or -2 (the -1 or -2 prevents the end and start point to overlap that could interfere with the animation when traveling from one point to the next, it could look like the traveling capsules temporarily pause on those points) -
Thanks 3D-PANGEL ! I've never subscribed to this magazine because it used to be quite expensive outside UK. Now with the digital editions it's cheaper but I still want to single my options out 'cause not all issues contain articles that interest me, plus they publish enough articles on their website for free. My oldest issue is 75 March 2006 with "Full 3D modelling and animation software Realsoft 3D 4.5 worth $700" and a chance to "Win a remote rendering worth $20.000". They had so good deals back then it was hard to pass issues like that. Now most if not all computer related magazines are DVDless. I don't know what happend to marketing since then, imagine Maxon giving a 3-month R23 with a magazine, would'n it boost the sales on R26 40% more than expected without the give-away?
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R25: Moving Objects Will Not Stay In Holes. Losing sleep over this...
HappyPolygon replied to BLSmith's topic in Cinema 4D
Where would you attribute those inconsistences ? Xpresso should be very rigid with the calculations. One thing drives the other and the outcome should be solid. Only a situation where two seperate things drive a common target could lead to inconsistncies. My setups are always straightforward with no logical collisions. I've never tryied to create such collitions and I don't know how C4D or Xpresso itself handles those. Scene nodes work in a single tree structure preventing cyclical non- deterministic and non-terminal calculations. Xpresso has a more loose and open structure where multiple tags can affect the same objects. I think this could be what we see here although I haven't checked it TBH. -
R25: Moving Objects Will Not Stay In Holes. Losing sleep over this...
HappyPolygon replied to BLSmith's topic in Cinema 4D
Xpresso isn't a simulation. Why would it need to catch up ? Am I wrong ? -
How can we access the code ? Can we actually substitute the models with others ?
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R25: Moving Objects Will Not Stay In Holes. Losing sleep over this...
HappyPolygon replied to BLSmith's topic in Cinema 4D
I've got no idea what's wrong here. I also thought that a tag priority could be the issue but it's not. I haven't checked the OM priority though. I suggest faking it with a Shear Modifier (Curvature and Fillet off, Unlimited mode on) driven by Expresso. Make nulls that will serve as anchors on the "boomerang" thing and have the shear follow them. For the Shear fails I suggest the Spline Wrap. It's easier to control a spline on both ends and have the object be controlled by it. I also helps with the spring deformation. The scene was quite heavy to playback for my pc but did not disable all Xpresso tags to verify the source. If Xpresso tags do involve in low framerate then you might need to limit the use of them too if you plan on adding more moving stuff in there. -
The article is just 4 pages with the author info, a small introduction and the big show-off image of the transparent camera occupying 2 pages alone. For me the article is very basic touching just the minimum essential knowledge of someone that just begun using C4D would need. The 9 small steps the article explores are: The Default Camera Add a Camera object Camera object properties Camera with a target Using a target camera Focusing the Camera Depth of Field Use the "Look at Camera" tag Apply the Camera Morph tag It totally avoids getting any deeper with camera deformer, camera rigs, stereoscopy, lens types, lens effects, HUD helpers and panoramic renders. The article points to this link which is a zip containing all examples from the issue. Generally speaking I read the magazine mostly for its content with backstage FVX from movies and commercials. They rarely write anything too advanced and when they do they will split it in two or three issues to keep up with their standard page limit. I just found this issue more C4D packed than normal that's all. It used to be more informative with DVDs full of video tutorials, Demos and full applications but since then internet speeds got better and people could find content easier by themselves.
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The release is the first version of UE5 to be targeted officially at users working in markets outside game development, including previs, virtual production, visual effects and architectural visualization. Large World Coordinates: support for double-precision data for building very large virtual worlds New features in Preview 1 include the Large World Coordinates (LWC) system, intended for generating very large virtual worlds within Unreal Engine “without the need for rebasing or other tricks”. According to Epic’s blog post, the change involves moving to double-precision values for co-ordinates, plus “performance and memory optimization to help ensure that these changes have very little overhead”. Mass AI: new crowd AI system for large open worlds Other major new features include Mass AI, a new AI-based crowd animation system for open worlds capable of simulating “thousands” of agents. Crowd agents can interact with props and environment objects via a new Smart Objects system which packages the information needed for the interactions in the objects themselves. Agents can also avoid other agents and entities via Mass Avoidance, a new force-based avoidance system based on MassEntity, Mass AI’s framework “for data-oriented calculations”. Animation: new Blueprint templates, IK rig, retargeting, and pose warping Further updates to the character animation tools include Animation Blueprint Templates, for creating animation graphs that can be reused independently of specific skeletons or character assets. Other key changes include a new IK Rig and IK Retargeter, for pose editing skeletal meshes, and automatically transferring animations between characters with different bodily proportions. In addition, animators get new Distance Matching and Pose Warping systems intended to match the play rate of an animation and pose of a character to better match the motion of that character in-game. Pose Warping includes dedicated tools for common use cases, including foot placement and climbing stairs. Lighting and rendering: updates to Lumen and the Path Tracer render engine In the lighting and rendering toolsets, Lumen gets full hardware ray tracing support, support for landscapes, and final gather and glossy reflections on translucent materials. Path Tracer, Unreal Engine’s hardware-accelerated ray tracing engine, gets support for hair primitives, and Unreal Engine’s eye shader model. Niagara: experimental support for GPU ray tracing Niagara, Unreal Engine’s particle system, gets experimental support for using GPU ray tracing to calculate particle collisions, and updates to the Cascade Converter for automatically converting legacy assets. Virtual production: updates to nDisplay, and new OpenCV and Consolve Variables Editor plugins Users working in virtual production get updates to nDisplay, Epic Games’ system for displaying output from Unreal Engine on matrixes of multiple displays and very large displays like LED walls and dome projections. Users can now apply transform operations like rotation and scale to viewports directly in the Output Mapping panel of the nDisplay Config Editor; and can choose to overlay stats on a per-viewport basis. Other changes include overscan support for the inner frustum, and the option to visualise its border. In addition, open-source real-time computer vision library OpenCV is now available in Unreal Engine via a standalone plugin, rather than users having to integrate it manually. The plugin adds new Blueprint nodes for ArUco marker tracking and chessboard tracking. There is also a new Console Variables Editor plugin, intended to provide a central location to view and modify all of the console variables and commands set in a project. System requirements and availability Unreal Engine 5 Preview 1 is available now. The production release will be available “targeting 2022”. The current stable release, Unreal Engine 4.27, is available for 64-bit Windows, macOS and Linux. Use of the editor is free, as is rendering non-interactive content. For games developed with the engine, Epic takes 5% of the gross royalties after the first $1 million generated by a title. Anyone wanting to try the new functionality directly can download the project files for Valley of the Ancient, Epic Games’ new demo scene, which runs in real time on PlayStation 5 and Xbox Series X. It makes use of several of the new toolsets covered in this story, including Nanite, Lumen, the new animation features, improved Chaos fracture workflows, and modular gameplay and level organisation.
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Usually 3DWorld mag doesn't feature much C4D but the latest issue was unexpectedly packed with it. Feature - Kitbashing - Character Development (page 36) 3D visual artist Florian Renaux delivers a guide to kitbashing compelling CG characters The Pipeline - Get started with the Cinema 4D camera (page 50) This tutorial, designed for users unfamiliar with Cinema 4D, will teach the starting points for camera control, enabling artists to show off their scene to the best of their ability The Pipeline - Model a mech with Cinema 4D (page 68) Learn the stages to building a VFX shot with our new series; in Part One, we focus on developing the CG hero character Artists Q&A - Your CG problems solved (page 73) How do I manage separate x-particles emitters in a single system? - Mike Griggs replies