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bezo

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Everything posted by bezo

  1. Object mode is there for animation only, while modeling I personally never touch scale parameter of object...
  2. I was think you need xpresso when click/enable bool switchin UD for IK, function will be activated after "delay" preset...
  3. Welcome on Core4D David, there´re some nice works/renders on your website, good job...
  4. Scale object in object mode not model mode...
  5. ...maybe you could add condition node and compare frame count modulo way...
  6. You could use zero extrude way. First select all polygons, apply extrude with 0 offset, then use command Normal Move and offset mesh. Also its posible to use explosion FX deformer for thickness, but results are "relative" similar to classic extrude...
  7. Can you be more exact which polygonal object? Since used in the scene some GK5 Corona object for scattering other scene elements, all these elements are driven by xpresso/python...
  8. For adding "something" behind the numbers just use adding in string mode as said @MJV. Here is simple example with existing/known number line. Using this way no matter if your numbers are integers/reals with few decimal places, "m" will be always added at the end of number. If you need one empty place before m (offset m by one empty place), simply change constant string value to " m" (empty place, then m) add_string_mode_scene.c4d
  9. Do you talk about animated character or static object? Can you post scene file for checking ?
  10. bezo

    Torch product visuals

    Great job... ... maybe right time to make short animation (assemle/disassemble)
  11. Congratulation to winners, really nice works. Good job...
  12. Maybe there´re few people here which own licencies of Substance Painter or Substance Designer from Allegorithmic and decided not to switch to Adobe accounts and still use their permanent licencies. Since to last september all Allegorithmic accounts will be closed and users will not be able to download their software/licencies, it should be good visit your account and create backup copy/ies of software/licencies... Just a reminder 🙂
  13. In case of just "rough dimensions" adjustment of object, could be used just sculpt tools without sculpt tag. Simply as other deformers applied on mesh. Or in this case could be used FFD (cage deformer) which knows adjust all levels of mesh at once...
  14. If you paste size manually it works?
  15. ...and its disabled in render settings. Enable it and use button "Copy from IRR" to recieve automatic IRR size
  16. Here you can post your entry(s) https://www.core4d.com/ipb/forums/topic/117250-99-polygons/ (or you could click directly on image in first Igor´s post)
  17. The same here. Used from time to time R13 and R19 from old versions, but runs fine without issues. R19 installed especially for cases like this - conversion old files to current releases...
  18. But currently we´re on opposite side as on beginning. Now you want node materials interface only? btw, which interface (shader graph xpresso based or purenew node system) do you like more?
  19. As I said, if your materials are shader graph/xpresso based, if you want make in node, you need convert these materials. But with enabled node materials for presets option every newly created material in RS will be node based...
  20. ...only in case node materials for presets enabled (or material was created in node system) If were created in the past in shader graph mode, even with enabled node materials for presets will be opened in shader graph.
  21. In General tab is option Node Material for Presets. If enabled, when you open redshift material in material manager (with doubleclik) will be opened in cinema4d nodes. If you disable it, newly created material will be opened in shader graph...
  22. Can you post screenshot from preferences/renderer/redshift since don´t know which version you have
  23. btw, How its situation about permanent licence holders? Looking over region reseler web, but didn´t found any info about upgrade permanent licence to latest one. Only subs route?
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