martijnP
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Everything posted by martijnP
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A work-around is to make a second cloner that uses the 1st dynamic cloner as input. It will copy the positions/rotations of the dynamic cloner, but all clones are then also influenced by effectors. Clones dynamicwith target effector.c4d
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I'm using a Geometry Modifier Group. AFAIK that is a generator/Deformer that you can program with Nodes. I think the question also applies to scene-nodes. I'm wondering if I could use a field to steer the Offset value of a Poke node (for instance) I'd like to control the offset of the poke per polygon with a field. I know in Xpresso you can iterate over all polygons, get their position, then get the value of a field at that position and then do something with that information. I'm trying to figure out if the node system also can work like that. And if so, how (I'm using C4D 2023.1.3) poke with field_.c4d
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Hello, I notice that the new mirror tool regularly stops working. I can't figure out what is going on or when this happens exactly. When that happens the only way to get it to work again is to restart C4D. Do other people have this too? Do you know under what circumstances this happens?
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If copying it in a new scene helps, then that is an good way to proceed. Occasionally I have to do that to projects to get rid of weird errors. This might be one of those situations. I have not worked with Xrefs for a long time, so I don't know if they have improved since. They were in my experience always slow and cumbersome to work with. So if it's possible to import them instead that might be a possibility too.
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I only occasionally want to use blender. Most of the time it's when I find a blender file online that I want to do something with. I know how to export to fbx, And that is also the extend I've ever used Blender for. I'd like to get a general knowledge of blender so I know where to look for things. Tutorials for beginners are unfortunately also focusing on general 3D concepts. A tutorial I just started spend 15 minutes on the view-port and navigation. It had about a minute of information that I didn't know yet. And video tutorials are unfortunately very hard for skimming through. So, does anyone know of any blender tutorials that focus on coming from C4D?
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I'm trying to get the Greeble Node operator to work in de object manager. I can't get the selection part to work at all. It seems to be working in R26 ( I can't check in 2023.0 after the update) Am I missing something? greeble_C4D_2023-1.c4d
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For anyone interested, I have a C4D project with all the blend-shapes that Moves by Maxon uses. That is possibly useful if you want to figure out what all the different blend-shapes are and what they do. Or in case you want to make your own model with similar shapes Face blendshapes.c4d.zip
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So, In the latest version of C4D (2023), Moves seems to be working again. That's great to hear. They also have an update on the app for IOS. I don't have an I phone myself to test it though. The object capture from pictures option in the Moves app works only on a mac and OS 12 or higher. Not on Windows.
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I got a response from maxon Support: This is a known issue with Moves that requires an update to fix. Unfortunately the only workaround for this issue right now is to use Cinema 4D R23 until our developers are able to fix it in a future update. You can keep an eye on our Release Notes page, below, to see if a future update contains this fix: https://support.maxon.net/hc/en-us/categories/4405723856402 I gave it a try in R23 Re-importing the capture in r23 seems to work, and opening that project again in R26 seems to resolve that issue. The blend shapes are animating and accessible.
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Most tutorials for this plugin seem to be of a some what older version. In the tutorials there is a blendshape tab where all the blendshapes percentages are readable. I'd like to use these to control a different rig. In my project the animation seems to be present, but all the values are zero all the time. Does anyone know what might cause that? I'm using C4D r26.014 I can't figure out how to recude the project below 2 mb to upload it. I've borrowed an Iphone to test this plugin, so I can't make a new capture.
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The settings of the render region are the offset from each side, not the absolute pixel position. In your example the render region would be smaller than possible, so it probably defaults to full frame. If I understand your project you might want to try these settings: left border: 960 top border: 600 right border: 0 bottom border: 0 This will render a rectangular part of 960x480 pixels in the right bottom corner
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Hello I'm trying to use mixamo for animation in unreal engine. The fbx files coming from mixamo all have naming formatting like "mixamorig:Hips". When I export fbx from C4D it renames the objects to "mixamorig_Hips". AFAIK Unreal uses object names to recognize similar hierarchies . Is there a way to prevent that.? I'd rather not have to reexport all mixamo files just for a naming error.
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I've noticed that the select connected tool (u-w) works slightly different in the UV editor window than in the viewport. in the viewport it selects all connected geometry. In the UV window it seems to select UV islands if they are not overlapping. But if the UV-islands are overlapping and the geometry is connected it selects all the connected geometry. Is there a way to select a single uv island?
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You're right, I see. Other dynamic elements like cloth or dynamics do render correctly when only rendering a single frame later in the sequence. Interestingly enough, adding a null object with a collider tag does make the tracer evaluate from the beginning. Solving my issue! Thanks for pointing me in that direction.
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Thanks, that is clear. I am sure that once, long ago, Cinema did evaluate the whole animation from the start before rendering a single frame. That might be more than 10 versions ago though. I can't figure out how to cache a tracer-object. Both point-cache and mograph-cache don't seem to work. I can bake it as alembic, but again that is not ideal. Like I said It's not a big issue, I have a workaround by making it editable. I was just wondering if there was a better option.
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I don't know when this changed, but C4D doesn't seem to evaluate the whole animation anymore when I render 1 frame later in the timeline I'm using a tracer and want to render out only one frame. When I render eg. frame 100, the tracer is not updated throughout the previous 99 frames. I've tried in R24, R25 and R26. The workaround I have now is to make the tracer editable before rendering. That is obviously not ideal. Is there a setting or preference that I'm missing to force C4D to evaluate the whole animation when rendering a single frame? I've attached a simple scene tracer_issue.c4d
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Aha, that makes a lot of sense why there are not many tutorials yet. I have no specific questions. I've been just trying things out and wondering why some nodes don't seem to connect at all. And since I don't understand the basics I have no idea how to figure out which nodes work together and which don't.
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I'm trying to figure out if learning the scene-node system is worth while at the moment. I can't find any tutorials or manuals that explain it in a holistic or meaningful way. The only thing I've seen are basically multiple extrude with procedural selections. Or tech previews from R23. It's just a bit too complicated for me to figure it out myself. I've worked in Houdini, so maybe I'm expecting the wrong things. Can someone point me towards learning resources?