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Everything posted by dast
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I had provided a quick plugin which does select UV boundaries, inspired by the thread you had started about this topic. Isn't the plugin useful in your context? If it does miss some functionality, you can discuss your specific needs in this topic: https://www.c4dcafe.com/ipb/forums/topic/109930-uvisland-outliner/
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This is something you might better ask to the MAXON developers, as only they know what the logic is behind their implementation. But from looking at your examples you can deduct that when multiple polygons are selected, the axis orientation of the object is used. At least when the orientation option you select in Modeling Axis is set to "Axis". When you only select a single polygon, then the selection Z axis usually is the normal of the polygon, and the selection Y axis usually tries to point into the plane of the original object's Y axis and the polygon's normal. Then from these two vectors (selection Z and Y axis) its X axis is calculated. I am not sure if this is how it's done, but that is how I interpret what happens in the video you provided.
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Scaling can be enabled in the Attribute Manager. Option "Scale when pasting" (3rd checkbox). I know, the current options are a mess. As this plugin is still a work in progress, the Attribute Manager options are not yet nicely organized.
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I have updated the plugin, fixing the few reported issues. In the meantime I have also created an R21 version of the plugin, and ported to macOS. New beta is available for download at the bottom of the first post of this thread. Looking forward to more feedback.
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Good to know. I agree this is a welcome benefit of the native Cinema4D workflow. I had foreseen to provide some selection tools within the PolyDup tool (loop, fill, ...) but as these are already natively available I haven't been focusing on them just yet. And maybe I won't at all, as it seems a waste of time to implement what is already available. The console mentions "different point count is not yet implemented". As such, I haven't spend time trying to block this just yet. Implementation will be expanded in future beta(s) ... I have only been able to reproduce this when I use the shortcut key "c" while the mouse pointer is inside the viewport. If I use the mouse pointer to select the "make editable" icon then all is fine. I will provide a fix for this in a next beta. Thanks for taking the time to test and report. It is much appreciated!
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Thanks for the feedback and questions. For your first point I would like to ask for some screenshot, as I am not exactly following what you mean. Concerning writing of the files I have no idea if this is a limitation of the demo version of C4D. It is also possible some windows settings prevent for writing in that particular location. It would be useful to find out what the cause is. And that is the reason I provide the demo for anyone to try out, providing me feedback in return in order to fix such issue if there is one. As shown and mentioned in the video, the plugin will try to rotate the pasted polygons as to orient them according to your target selection. With PolyGnome you had to manually provide the rotation before welding the asset into the destination mesh. With PolyDup the orientation is calculated.
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First beta version of the plugin is available. Currently only for Cinema4D R20, running on Windows. Short "tutorial" showing the current state of the plugin: EDIT: The uploaded beta and link to the video have been removed here, and added at the bottom of the first post. Please provide feedback ...
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What do you mean by that? The idea I had was to use the tool to select a set of polygons to be copied. The you could select polygons on the same mesh, or other mesh, to paste the copied polygons to. But I would go further, and allow to "store" more than one source. You could copy and store up to 5 sources, and paste any of them on any mesh. I wouldn't go futher than this, otherwise I would just be copying the PolyGnome plugin. This PolyDup plugin (while using the idea behind PolyGnome) is just meant to quickly select polygons and copy them. So, the user wouldn't have to bother with the steps to create assets (or presets) from these selected polygons. Just select polygons, use the tool to indicate these are the source, select other polygons and indicate these are the targets ... and the source gets copied to the targets.
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Here is a first rough concept. Currently the concept tool uses already existing polygon selections as source and target. In final version the idea is to create your polygon selections with the same tool which you use to designate source and targets.
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Yes, it will be on mesh level only. You select "source" polygons on a mesh and select "target" polygons on that same (or other) mesh to replicate the source polygons to. Not procedural, not cloner-like. Although, this procedural/cloner-like thing might be an idea for a different plugin: where you specify source and target polygons, and changes applied to the source (like move, rotate, scale, extrude, ...) gets also applied to the target ones. That might be a nice idea, but quite more complex to implement.
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PolyDup (I am open for suggestion for a suitable name, as well as for icon, images, ...) Description: PolyDup is a tool plugin which allows to easily select part of a mesh and replace polygon(s) of the mesh with a duplicate of this part. The concept is the same as with PolyGnome, where you can replace polygon(s) of a mesh with predefined asset objects, allowing to construct meshes from parts. The difference with PolyDup is that you do not need to create asset objects. The selected part of the mesh will represent the asset. With this you will be able to easily duplicate parts of a mesh, without the need to model it more than once. Status: The plugin is still in its design phase. It will reuse the modelling engine from PolyGnome, so that part is basically available as is and will only need fine tuning for the new purpose of this plugin. While PolyGnome was a command (= "single-shot" action), this new PolyDup plugin will be a multiple action tool. Development of the plugin will be in Cinema4D R20 (Windows) and ported to other releases of Cinema4D, both Windows and macOS. Release Date: 11 July 2020 Supported Cinema4D releases and platforms: R16-R21 Windows, macOS Price: 20 euros A short video description of the plugin: More Info available at: https://tolspixels.be/plugins View full record
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A few weeks ago, while preparing a tutorial about EasyUV and Seamilar, I discovered some bugs in the plugin and spent some time fixing them. As mentioned in other threads I am mainly working and developing with R20, as this feels the most comfortable. With bugs fixed in the R20 implementation, I then "simply" had to port the changes to previous version. This went fairly well, and testing of the R20 and previous releases indicated no further bugs (as far as I could tell). However, while porting the changes to R21 was not a problem either, testing revealed quite some surprises. I encountered two issues within the implementation of the new GUI in R21 and contacted MAXON SDK support about these. One of the problems was a performance hiccup, while the other was rather cosmetic, and I provided MAXON with sample code to reproduce both. The perfomance related one was confirmed, and I would be contacted later with possible workaround (if any). The other, in my eyes less important, hasn't yet been accepted nor rejected by MAXON. What I am trying to say is that while I do have a new version available for R16 - R20, I would rather wait to have a final response about the issues with R21 before releasing this 1.3 version of the plugin. I would prefer to release a single update containing changes for all supported Cinema 4D releases. Thanks for your patience. EDIT: As mentioned in the following blog post, version 1.3 of EasyUV will be provided to existing customers, without a proper fix for R21. https://www.c4dcafe.com/ipb/blogs/entry/601-the-post-r21-announcement-depression/?tab=comments#comment-518
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EasyUV is being updated to R21. Still some minor things to finalize. Current customers will be contacted by e-mail shortly.
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PolyGnome is being updated to R21. Still some minor things to finalize. Current customers will be contacted by e-mail shortly.
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Dials is being updated to R21. Still some minor things to finalize. Current customers will be contacted by e-mail shortly.
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What do you mean? According to your profile you're using R18, and as far as I remember you have received the TINA plugin for your R18. I haven't updated the plugin, as there was no real interest. Besides, what more features could I had? I understood people had their specific workflow and as such SPETI or TINA wasn't really needed to the majority of users. I had received a request for the plugin from 9 people in total, all of them received the plugin. And half of them provided a donation. Again, thank you to those who donated.
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This topic didn't die just yet. Problem is that potential subjects are encountered less and less. I would have assumed that by now someone would have at least posted an image of a road sign mentioning the Tower Bridge ... or any bridge for that matter. There sure should be some in the UK, no? Maybe in the US then? The next picture of a road sign represents a selection tool we're all familiar with ... and no, it's not the loop selection tool ;-)
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There is an order form with all the details.
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Thanks for the kind words. Most of the plugins are written in C++, which I already was using before jumping into C4D, back in 2005. While Python is only used for "simple" plugins, or scripts, or for prototyping. And this language I only learned quite recently, as I still need to look up functions in the Python documentation, each time I am adding features or updating functionality to a plugin or script. As mentioned, STOS was the main reason I went for the Atari ST. So, software development was already a passion of mine, back then. I remember having purchased an (expensive) assembler only to be able to write a single extension for STOS. As such, I was then already writing plugins. STOS could only handle 15 sprites in total. I needed much more, so wrote a "shape" extension which mimicked a sprite. Didn't take long to write, as such the expensive assembler was only used a very short amount of time. With the "shape" extension available I could basically do all I wanted in every application I wrote since. That assembler was the best investment ever, and the most expensive software purchase I had ever made ... till I stumbled upon "trueSpace" somewhere halfway the 90s. Funny thing is that I also wrote plugins for that application ... "scitameniK" being my most popular one. As the name implies, it was an extension for Inverse Kinematics.
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I had used Reaper a while, some years ago, for editing voice-over takes and effects, but never really managed to stick to it for music making. As far as I remember I seemed to have had issues with Kontakt and other virtual instruments, and was too impatient to get used to its workflow. Went for Tracktion instead. As for the plugins I am developing, most except the latest one are listed in a blog here at the Cafe, as well as having their own threads in the plugin section of the forum. Right ... the Atari STE. Could indeed have as much as 4MB if I remember correctly. Never could justify the "upgrade" from my STFM, which I purchased having 512KB and had it upgraded to 1024KB. A few years later purchased a PC 80486 with ... 16MB. Still far away from the 16GB which are common now. Still, I much more enjoyed the Atari than any PC I have had in all these years. Shame for the lousy graphic resolution, back then.
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I remember the 512KB and 1MB versions, (STFM versions), but cannot recall the 2MB. Was that the STE, the TT, ...?
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I agree. Have purchased Cubase Elements 8 a few years ago. Never really used it to its full potential, as starting the application seemed to take forever. Each time I wanted to do a quick session, the amount of time to wait loading the application just killed the inspiration. Have since tried Reaper, and am now focused on Waveform (formerly know as Tracktion). Both of them launch in a blink of an eye. But, unfortunately, other things are keeping me away from music making ... and even from doing 3D. A decade ago it used to be building and flying model airplanes, but since a few years my attention is now fully turned to plugin development.
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Have been an ST(FM) user as well, but more for the graphics than for midi ... especially STOS. To be honest, prices have come down and storage has increased, both exponentially. But what about the fun and excitement? Maybe it's nostalgia, or old age, but the 80s-90s seemed to be more exciting computer-wise (as a teen) than today (as an old fart), even if things were barely affordable then ... And the music was better.