Jump to content

HappyPolygon

Premium Member
  • Posts

    1,912
  • Joined

  • Last visited

  • Days Won

    97

Everything posted by HappyPolygon

  1. AHA ! I knew I could crack your NDA with erroneous unfounded assumptions ! (kidding) There you have it people, it's a new shiny system 😆
  2. Please provide a scene so we can experiment on fixing it. I have no idea how to replicate your situation.
  3. The new Partition Modifier is better than the Divider plugin because it provides Skew. I will be using it as an alternative to Voronoi Scatter to shatter things like glass.
  4. That drawing thing Blender has does not exist as an interactive tool in C4D. So you have to pre-draw the spline and then use the appropriate populating tool on it. I think the Scatter Pen tool works is what you're looking for. It's free-hand though, no procedural path editing
  5. Pixar Animator Shows How 3D Character Mouths Look From Different Angles https://80.lv/articles/pixar-animator-shows-how-3d-character-mouths-look-from-different-angles/
  6. But I thought .3ds is a native to 3ds max... What is tha native of Max Studio? I'm completely confused now
  7. Yes that's what i'm telling you. Make your HUD of preference and in order to maintain it or to "transfer it" to an other scene just load the old scene using the Merge Object. Keep your template empty project of the HUD but after you merge an other scene to it don't forget to overwrite the older scene with the template. This is how I perceive your problem...
  8. Generally I find character animation hard to do in C4D, but then again I never had the proper eductation on it as I'm selftaught...
  9. First of all your mesh and skin objects are lost in another universe... how did you do that ? After that I had to think like a game dev... so what do they do ? They put their animation meshes inside an invisible box and have the box just move, no bones no deformations. I did the same thing with just a Connect Is this OK ? character_path HP.c4d
  10. What if you load the scene using the Merge Objects... from File in the Object Manager ?
  11. Have you tried using the Collider Deformer ?
  12. Thank you CBR, I'll then stop exporting and using OBJs in favor for FBX. For some reason I thought FBX was older than OBJ.
  13. Does anyone know why FBX files are so smaller than OBJs ? Is there some kind of compresion involved or is OBJ superior ? - Couldn't find a suitable category for posting this...
  14. https://www.newscientist.com/article/2423087-artists-who-use-ai-are-more-productive-but-less-original/#Echobox=1710921061
  15. I haven't noticed anything radical that wasn't already possible with TPs. By porting I meant porting the functionality/features. It's very possible they've re-written particles code to make it better as well as accessed by entities like effectors outside XPresso. The banana teaser was impressive but it was prerendered. We don't know how fast it runs in the viewport. Hopefully they have upgraded the particle system to be multithreded which I think it's not. But it could also just be that they made instance simulations faster with the upgraded viewport and what we saw was instanced spheres not particles... I didn't think of that that way. I thought they were referring to the spline, soft-body, rigid body triad that is based on some kind of particle springs... I do remember suggesting they make Pyro interact with objects like torching a ball really intensely to make it move like as blowing air towards it but I don't know if this is even technically possible as Pyro is a voxel system... maybe it is possible only indirectly if you use the Pyro as a Force Field, I don't know. I've never heard or seen such an interaction between voxels and polygons, transfer of energy that is.
  16. Judging only from what McGravan has shared, this is not wat will happen. All I see is an easier way to access the capabilities of Thinking Particles "porting" them to the standard model. For example XParticles offer APIC and FLIP simulations, particle caching, compatible with native rendering as well as Cycles4D rendering, XParticles contain extra data like temperature for fire and smoke simulations. C4D's Pyro system is purely voxel based (not driven by particles). I guess you will still be able to recreate the xpPushApart and xpFlock effect but slower. We haven't seen any equivalent of the xpInfectio modifier. Also I have no idea about what the Rigid and Cloth dynamics XParticles offer and how they compare to C4D's simulations. So it is possible that XParticles still provide a better engine for those. But if you don't rely on the above for your job you can safely abandon it. The only thing I'm definitely uncertain about is how this will compare with the xpFluidFX Granular solver in terms of viewport refresh rate. The banana teaser was impressive. Could there be a big surprise announcing the acquiring of XParticles from MAXON and all we see is XParticles icons redesigned ? I doubt that. It would be much more realistic to acquire the bankrupt U-render than Insydium.
  17. Ah ! sorry, didn't see the scene file and assumed the deformed thing was the plane ... Umm... you've mixed two different simulation methods. The Sphere has a tag from the Bullet system while the Plane has a Collider tag from the newer system. You'll never see the sphere collide with the floor this way But the weird deformation wasn't attributed to that. You had the "Self Collisions" enabled.
  18. Latest video revealed a new generator: - Probably an omni emitter
  19. It's nice they decided to update the particle system. Standard particles were too limited, Thinking Particles were too complicated. It's very fitting for a X.5 release. Unfortunately I sense a big catch to this story... Up to this moment the only way to render particles was through Sketch&Toon. Rendering particles with shadows and diffusion is a RedShift thing. So anyone who's still unfamiliar with RedShift like me will eventually need to learn it.
  20. I get this did he remove it ? Most recent posts with particles I found were these
×
×
  • Create New...