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dast

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Everything posted by dast

  1. I only noticed while trying to add support for edge and polygon selections that the original version already supported edge selections. I thus have now added polygon selections as well, added some undo support, and perform some clean up afterwards.
  2. dast

    C4D Cafe || NEWS & UPDATES

    Sorry, had to go back to the legacy 2.5 theme. I really liked to new theme and especially its new text editor. However, I don't know if it is my system alone, or a recurring thing with other users as well, but since a few days the website is extremely slow to load at times. I am using Firefox 78.0.2 on Windows 10. With the new theme trying to make this replay took forever. The page loads up, but not entirely, and a popup bar at the top of the page keeps mentioning: "A web page is slowing down your browser. What would you like to do? ... stop it, wait". This didn't happen a few days ago. Switching to the legacy theme gets rid of this issue.
  3. So ... Yes, by now you might have realized I have reconsidered, and didn't stop development. Kind of. I still stand behind my first thoughts about R21. The only difference is that, since I was under automatic renewal of MSA (without realizing it) I was legally obliged to purchase the final MSA. That's what I did, and as a result I was able to update my plugins to "work" with R21. Why the quotes around works? Well, in my opinion, ... and that should be clear to all ... MY opinion. So, in my opinion this R21 release is just (*). How frustrating it has been to get some of the plugins to function on R21 as reliably as they were on previous versions. Sure ... bugs have been fixed, present in R20 and before. Sure ... new features have been added. But the whole new licensing scheme experience, and on top of that a completely new GUI. Come on, it's common sense that this would provide for quite some issues. And indeed! I have had numerous communications with the SDK support team. Great guys, by the way !!! Really! No sarcasm intended. Hats off to those guys who try to help whenever needed. Unfortunately, they are not able to help when the problems are deep inside the application itself. Even more unfortunate is that while the issues are confirmed to be bugs, a next update doesn't provide for a fix. Seeing we're kind of at the end of the R21 life-cycle I have no high hopes to see this fixed ... unless in R22 or later. Don't even get me started on S22 ... As I am personally not using R21, would I still develop plugins for R21? I am developing for R20 and previous versions. If it doesn't take much time and frustration to port to R21, I will. Else ... There you have it. In my opinion R21 was and still is (*). I am done venting. (*) funnily enough the forum software does not allow to use this word. It is spelled with a "c", an "r", then "a", and finally "p".
  4. dast

    PolyDup

    PolyDup v1.0 is done. Documentation finalized, implementation ported to R16 - R21, both on Windows and macOS. Plugin banner created and website updated (see first post).
  5. Thanks for the background info. I had been searching through the forum for the original topic. Just couldn't seem to locate it. I will see if I can add the edge and polygon selection to a future update. Thanks for bringing it up.
  6. Version 1.1

    62 downloads

    This script will hide polygons that have no selected points. Can be useful if you have an high polycount object which you want to edit, but there is just too many polygons to see what you're doing. Select some points you want to work on, execute the script ... and all polygons not sharing those selected points get hidden. original topic: <to be continued> Does probably work with R16 - R21, not sure about S22, will definitely not work with R23.
    Free
  7. Version 1.0

    744 downloads

    I don't think this one needs much explanation, the title says it all. The script repositions selected points into a circle. original topic: https://www.core4d.com/ipb/forums/topic/104197-alternative-to-points-to-circle/ The script was written in Python 2.7 and will probably run on R16-R21 (not sure about S22). For R23 the script was converted to Python 3.7. (Reported to work with S24 as well) The download file contains both versions.
    Free
  8. Version 1.22

    111 downloads

    TINA (Texture Importer 'n' Assigner) is a Python plugin to automate importing multiple textures into appropriate material channels. The plugin was originally created to import the different texture sets created in Substance Painter, into Cinema4D's native materials before the node-based materials where introduced in R20. Plugin is compatible with R17 - R21. Hasn't been tested on S22, nor with node-based materials. Updated to version 1.2 to support R23 (not tested with S24). original topic: https://www.core4d.com/ipb/forums/topic/92673-speti-and-tina
    Free
  9. dast

    C4D Cafe || NEWS & UPDATES

    I am starting to like the changes so far. Nice work. To me it looks like the new choice of colors (fore- and background) provides for a much more readable experience. At least that's how I notice it for the dark theme. The bottom bar icons ... yeah, I am not too sure about that one. But as it is work in progress, let's wait and see. One thing I found odd was that the bottom bar has a search icon, while the top banner area has one as well, with a text input field next to it. Again, since this is work in progress, that will probably be taken care of ... just wanted to point it out. Really nice work. Thanks for spending the time to make this forum more enjoyable.
  10. Version 1.2

    68 downloads

    UVisland Outliner is a Python plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects. A new option introduced in version 1.1 (available via cog wheel) provides a way to ignore the outer edges of an open-ended mesh. In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries. On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option. Original thread: https://www.core4d.com/ipb/forums/topic/109930-uvisland-outliner Does probably work with R16 - R21, not sure about S22, will definitely not work with R23.
    Free
  11. Version 1.2

    237 downloads

    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too! Does work with R16 - R23 (not tested with S22, S24) HOW TO install: - download the zip file - go to your Cinema4D preference folder (menu Edit > Preferences ... wait for it ... click button at bottom left "Open Preferences folder"). - navigate to library, then scripts - extract the content of the downloaded zip file here (or in a subfolder). - restart Cinema4D.
    Free
  12. dast

    Set New Selection

    Thanks for that. File has been uploaded here. That makes for a nice experiment, looking forward to which version gets the most downloads.
  13. dast

    Set New Selection

    I wanted to upload the zip file into the download section, but I get an error that it only accepts .c4d .zip .obj .fbx files. Ironically it's a .zip file but still I get the error.
  14. dast

    Set New Selection

    Why? It's an ego thing. I want to stay in control of the availability of the script. More importantly, I feel that having a topic on the subject allows to interact with the users. If changes need to be done on the script, it can easily be discussed in the topic. And I'd also like to refer to the recent discussion about the download section not being available, or hard to find.
  15. dast

    Set New Selection

    I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too! And the best thing ... it's available here, and it's ... wait for it ... free !!! Set New Selection.zip
  16. dast

    PolyDup

    I have added a few more options to the navigation widget. Here's a demonstration video showing the possibilities. Numeric inputs have been provided in the tool's Attribute Manager, allowing for fine tuning the position, scale, rotation. Quantization is available as well (using shift key during drag), with custom quantize values. Next I will be working on the documentation, before releasing the plugin to the public. Coming soon ...
  17. dast

    PolyDup

    Adding some features to the control widget. Next to the already available rotation adjustment it does now also allow to manipulate positioning and scaling of the injected extract. Right now you can move in X, Y and Z, rotate around Z, and scale in Z. Holding <shift> will quantize the movement, rotation, scale. Double clicking a control item will reset the X, Y, Z position, rotation or scale. There are still a few extra options I want to add before finalizing the plugin.
  18. First of all, I don't want to complain about the used colors, fonts, nor font sizes. The default 2.5 scheme is nice as it is. Swapping back and forth between the two schemes I much prefer the default one, which is in use for a while now. It provides for better distinguishing the different topics, has a smaller height for the header. The newer scheme has almost unreadable popup text (light text on a light background), but its download section has a better navigation layout, since there are some "breadcrumbs" available as part of the header, and the subcategories are listed at the side. However, I now notice that in the default scheme the "market" tab has been renamed an provides a similar functionality to the one available with the new scheme. This wasn't the case up till yesterday. Now at least we can see the different sections available in the download section, and unfortunately I notice there are no uploaded scripts nor plugins available. Was the database cleared with the switch to the Café 2.0 or 2.5? That would explain why no one was able to locate these. Also, the default scheme has the category navigation (browse category) at the bottom of the page, which seems counter intuitive if you end up in a wrong category and want a way to navigate elsewhere. All in all, if I had to choose between the 2 schemes I would go for the default one. Sacrificing the better download section navigation ... as you had originally decided. As such, I wouldn't want you to spend too much time working on these schemes. As an alternative, anyone is still able to upload scripts, plugins, etc ... in a post dedicated to the uploaded item. It's less hassle. The two themes side by side (left the default V2.5, right the new 3.0):
  19. I can't seem to locate the themes. I don't see it on this page, nor on any other page of the forum. At the bottom of the page I only see a "Contact Us" and below that a copyright statement. I am probably looking at the wrong place.
  20. @IgorThat's for uploading a file. Please read the whole post. I am fine with uploading files, only that it isn't that intuitive. But downloading those files is the issue I and many others seem to have.
  21. As a consequence of a discussion in this topic, I had been looking for the download section of the Café. I know that with the Café 2.0 and 2.5 things have changed, and as of yet I am still not "feeling home". Still haven't found the download section, except I notice there are "C4DContent" and "Market" tabs in the webpage header. But the former seems to only provide a list of blog entries, while the latter is just an amassment of thumbnails. Not sure how anyone can find its way to a certain item? I certainly couldn't, and was lost right at the start. I much preferred when the download section was organized in different categories (scene, objects, materials, scripts, plugins, ...). And where each category would list the available entries. Now I better understand the comment in that topic, where he/she couldn't find a particular script to download. Personally I haven't had the need to download anything lately (too busy), but I do upload scripts and plugins occasionally. Honestly, the upload isn't that intuitive either, and at this point in time I have given up on trying to find back what I've uploaded. I understand there is quite some work going on behind the scenes, but I am actually yearning for yeasteryear.
  22. A long while ago I had uploaded a script, but cannot seem to locate it on the C4DCafé anymore. I cannot even locate the whole download section anymore ??? I tried to contact @Igor via PM, but the system mentions he cannot receive any messages (mailbox full maybe?), as such he will not even be notified by the trigger here. For your convenience I am uploading the script here ... (unzip the files into your scripts folder). Hope this helps. Points2Circle.zip
  23. dast

    SPETI and TINA

    Update: I have not worked on this plugin for ages. Which means I haven't had the time to add support for the new node-based material system introduced in Cinema4D. Because of this I am provided the plugin here, free of charge, for anyone who still might take advantage of its feature set. The latest version (available for download at bottom of first post in this thread) should work on R17 - R21. I haven't tested S22, since not available to me, so feel free to provide feedback if it does. It definitely does not work on R16 and previous, and I do not have any plans to spend time in making it work in those versions of Cinema4D. There is no documentation available, except for the information provided in this thread. If anyone would be interested in providing detailed documentation, be it written or as a video tutorial, feel free to provide a link here. PS. I do want to keep this plugin exclusive to C4DCafé. As such, please do not distribute or upload the plugin anywhere else. Please respect the work of others, and don't claim credit for things you snatched somewhere.
  24. dast

    PolyDup

    Beta 4 available for download (at bottom of first post). While my current main focus is on developing for R20 (the latest version I am happily using) I do have spend the necessary time to port the plugin to versions R16 to R21, both for Windows and macOS. Unfortunately, a bug in R16 (maybe R17 as well) seems to interfere with pasting geometry. As said, for now I am focusing on R20, and will look for a workaround for the R16-R17 bug later on ... if there would be any interest for these versions. I have no access to S22, so cannot test if the R21 version of the plugin will run on that subscription version.
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