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zeden

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Everything posted by zeden

  1. Try Shift+Click on "Set bind Pose". By hloding Shift it fires the deformed mesh command
  2. Your skin weighting is broken. Your thumb joints influence the hand mesh. You need to paint that away manually. I can fix it for you if you upload the file. I would have recommended to rig the hand in spread state because the mesh borders are further away what helps the auto skinning algos.
  3. Try Shift+Click on "Set bind Pose". By hloding Shift it fires the deformed mesh command
  4. I think masking and alphas should be their prio number 1 for years. It is the core of image editing and was always a bit cumbersome in Affinity. It makes it basically unusable for a lot of things when alpha channels is blocked from copy and paste and direct editing.
  5. In the german c4d forum they found out that if you have a new.c4d file in use for default changes created in 2023 it changes pyro settings after copy and paste. You need to recreate it in 2023.1 it seems. Maybe that helps?
  6. Yes the Maclom UV tools are what I am referring to mainly. The UDIM function is so good
  7. zeden

    Nitrogen AI

    Meanwhile After Effects still doesn't understand the project folder I am working in ;)) Intersting so far is that all the AI stuff is always 2D image based. Clean Poylgon structures still seem to be hard to do. Even the "Photo to 3D" AI gives messy meshes.
  8. Stiffness is independent from mesh via values I am out here. It is what it is and I think I understand the problem now . Thanks to all for chiming in.
  9. I tried to make my point but it is obviously not seen as valid. More I cannot do. Here is the Maya nCloth simulation table. Guess why they are doing it as the industry character tool no1? https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-CharEffEnvBuild/files/GUID-10701398-2AE0-4A3A-8C9F-F26C4EB4D4CE-htm.html Here is Houdini's cloth attributes node: https://www.youtube.com/watch?v=Vrq0EEK7um0 And Marvelous Designer physics Tab is well known I guess. They all seperate mesh and physics. And they have a damn good reason for that.
  10. Isn't it even more cool that it is only morgpah, Python and xpresso most likely? That means we could have done it for years 🙂
  11. Sorry to disagree again but it is the exact opposite. MD gives enormously precise physics control by having a seperate physics tab. Modeling and physics are precisely controlled. In the current new C4D way I am basically blind guessing how low my low poly cage needs to be. How would I know the mesh density of a certain fabric style? I am forced to guess around with multiple poly density cages until I get there somehow. 100 polys? 500? 2500? I am realizing you guys designed it for Mograph stuff in mind. I initially thought Cloth is for characters. Guess that’s where we differ.
  12. In Octane,Arnold,Vray and Redshift etc there are material setups for udims. In native c4d the udim approach is not implemented. Here you need to apply poly selections for every udim I think. And offset the material in attribute editor x direction There is also a free udim plugin by Plugins4d.com
  13. I am certainly happy with the direction of c4d at the moment. Basically trying to close the gaps from the last decade. I understand the developers approach as described by Fritz. But in this case it is a design failure from artist perspective. Modeling should be independent from simulation constraints. That mesh based approach leads to impossible presets like srek described. Building a second mesh hierarchy as simulation setup is a source of error and data explosion. But okay it is an appreciated good improvement for c4d for sure
  14. Thanks to all. That works yes. But that concept is flawed in my opinion. It basically means you to have to model an object with cloth dynamics in mind or even drive it by a low poly deformer simulation mesh. The first leads to compromise in visual quality and the second leads to a convulated the setup that needs extra cages and introduces new deformers. It works easily for simple example scenes but gets difficult when layering multiple cloth objects like character cloth etc. A jeans has different physics than a leather jacket and different from a tshirt. Marvelous Designer has it all as physics settings. And there is a good reason for that. The mesh quality should be independent from simulation in my opinion.
  15. Hi, I am trying to make sense of the new Cloth system: I want a leathery cloth with a good amount of stiffness....but there is no way to control the stiffness of a single object individually, right? How to do that? Where are the stiffness settingsin the cloth tag? How to make one object for example a shirt and another a leather bag both having of course massively diffenrent material physics?
  16. Hope you release it for the newer C4D versions. Would be really awesome!
  17. They released an extensive update for all DCCs just a few month ago. I think Redshift is developing really good in fact. They have GPU, CPU and RT engine in development. And are cooking a version for AMD. That is basically a renderer for every platform out there which is great (Even though the CPU version is embarassingly slow).
  18. You mean Redshift RT? It is already in RS GPU license avaiable in C4D.
  19. Which one do you mean? Octane, Vray or Arnold?
  20. Do you know this? https://www.c4dzone.com/en/shop/plug-ins-17/measure-it-1-2-1-272.htm And this: https://www.caleidos4d.it/plugin_dimension.htm
  21. I think we all understand that the xpresso core needed to be rebuild under the hood. What the problem is is that for 95 % of c4d users the scene nodes are too deep into programmers territory. Xpresso was very good at enabling the artist to quickly build connections between c4d objects. With scene nodes we can build the same connections but we also need to handle the objects data structure as well which no artist really cares about and does not want to be bothered with. Hence 1 xpresso node now equals 3 scene nodes. The power is tremendous of scene nodes. It is just not build with the majority of c4d users in mind. A suprising design failure they try to compensate for with the capsules system now. People who want to program in c4d have python already. Why would somebody with programming skills that a required for scene nodes use nodes at all? An iteration of xpresso with slightly deeper user level access with new core architecture would have been great.
  22. How is that working? Pose morphs based on uvs? There were Maya scripts for that out there. Would be cool yes
  23. Cool. Good to know. Funny that thing is broken for 2 years now
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