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Everything posted by dast
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What is the result you get now? Do you have motion in the body or not? The unit of movement depends on your project settings. When your scene settings (scale) is set to 1 centimeter the values 15 and 50 will be seen as cm. Notice in your xpresso that you use 0 and 1 as range mapper input. This means that any input value between 0 and 1 will be interpolated from 15 to 50. I assume the problem is with your range mapper input. The time node outputs a value depending your project settings. When this is set to 30 FPS, then each frame is 1 / 30. Which means that after 30 frames you reach the max limit of the range mapper input (1).
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The official release of version 1.2 had been delayed but has now been finalized. New in version 1.2: - resizable thumbnails - filtering of assets - use edge selections or polygon selection to insert assets - insert asset multiple times at once - improved material handling on assets - merge point/edge/polygon selection tags by name - insert asset into scene at world's origin without host object or edge/polygon selection - removal of coinciding polygons - new "on surface" positioning option - added support for tags of type point/edge selection, XPresso, vertex map
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This is just a pointer in the right direction, not a complete solution. You can assign a Python tag to your instance and implement the checking there as follows: import c4d def main(): # 'op' is an internal defined variable # which represents the current "object", # in our case the Python tag if (op): # get the object hosting the Python tag hostObj = op.GetObject() # check if hostObj has a parent # and if it is a null parent = hostObj.GetUp() if parent and parent.IsInstanceOf(c4d.Onull): # do whatever is needed print "parent is null"
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Here is quick example: dynamicRope with cube.c4d I am using two nulls which I assign via your Xpresso node the position of the end point and the penultimate point, or as in your example the first and the second points. The end point I assign an Aim constraint tag (a look-at tag would work as well), an make it aim at the other null The end null is thus always pointing towards the previous one. I then made the cube child of that end point, and that's it. Note that you can "implement" the Aim constraint in the Xpresso node if you want to. "Simply" use some trigonometry functions, etc. ... but I'll leave that up to the reader.
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A point does not have a rotation nor orientation. One solution is to introduce an additional point into the equation. Assume a spline, where you want the cube to follow the last point. The first point on a spline is at 0% while the last point on the spline is at 100%. Say you introduce an extra point at 99%. The vector from this point to the last point will give an orientation ... but only for 1 axis (let's say the Z-axis). You then still need to find a way to indicate what is its Y and X axis.
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Note that the Vegas Pro provided is version 14, and the "Edit" version. Vegas Pro 15 Edit is available at $149 on their website. The humblebundle thing might still be a legitimate version. Just wanted to mention it's not the latest and top trier version.
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As Cerbera I would also have though to simply copy the UVW tag from your original mesh to your rigged mesh. If point count and polygon count AND the polygon indeces are the same between the 2 meshes, the copying of the UVW tag should work. I downloaded your two meshes and had a look, and can tell that the polygon indeces are completely different between the two meshes. As such, I have no idea how you would want to map the UVs of one mesh to the other. How did you end up having these differences between the two meshes. Did you do some polygon reduction or other changes for the two meshes to "drift" apart in polygon and point indeces? I see Cerbera replied will writing my reply.
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I have tried the plugin with R16.050 Studio and all seems to work fine, an as expected. What I did was: - create a cube select a face and apple "Set Selection". Did this for 3 separate faces resulting in 3 selection tags - created 3 materials, assigned them all to the cube, and dragged each selection tag into a separate material link. Performed the "SelectionToObject" and got a null object named Cube, with 3 child objects, each representing one of the selected faces with the appropriate material applied.
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I tried with a freshly installed R15.064 Created a default python script via the script manager, which does shows the message on execution. It's not a known bug, and I don't think there is a switch to be activated. Open the Script Log and Console. Does anything show up in these two when you create the script and exectute it? Maybe try to remove all plugins and restart Cinema 4D to make sure it isn't related to any of the installed plugins. That's all I can think of, right now.
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While I don't have a specific date when this or that feature will be available, but I am currently implementing most of your requests. https://www.c4dcafe.com/ipb/forums/topic/95805-seamilar-the-sequel Version 2.4 is mostly completed by now (still want to add a minor feature here and there). And when Igor finds the time, it will be added to the C4DCafe store again. I am not sure about the UV vertex position, but I assumed in R19 you could assign it a specific coordinate. Haven't used that feature yet, though. But if this isn't available yet in R19, then sooner or later I'll add it to Seamilar.
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Due to technical PayPal-account issues I have asked Igor to temporarily remove all my plugins from the store, until the account issues are resolved. While plugins cannot be purchased until things are settled, I am still working on next updates. Both for PolyGnome as for Seamilar. Current customers will thus get new versions when beta testing of added features is completed.
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I have been looking for a while to create a plugin that would allow me to display any kind of things. My first try at such plugin was PointShower, which was created on request of a forum member, who wanted to visualize object's points when the object was not selected. That was a tag plugin, and hence could be added to objects separately. I wanted to extend this functionality and therefore created this new ShowMe plugin, which was intended to display more than only points. But more importantly, I didn't want to have to always add a tag to an object in order to display the wanted information, and thus created this plugin as being part of the scene. However, I also realized that in some situation it would be handy to only display information for some objects only (be these active/selected or not). As such, I created a dual purpose plugin. Accessible to the whole scene, or for specific objects only (via the ShowMe tag). The tag gets precedence over the scene: settings defined on the global scene level are thus overwritten by the tag settings. As this is still a work in progress I only implemented the features I currently needed. More options will be added over the lifetime of the plugin, and as such will probably remain a work in progress. early wip demonstration video: Windows version only (for now), R17 and higher. ShowMe 03.zip
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Congrats. Nice looping story there. I started with a similar idea a few years ago, but never managed to get past the pre-production stage. After 4 years I put the whole thing on the shelve. Might get back to it someday.
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Introduction to Katana with Cinema 4D
dast replied to kbar's topic in Tips | Tricks | Mini Tutorials
Don't feel bad. I had the same assumption when I started watching. But halfway through the video I realized that such a workflow/pipeline is not something a hobbyist (*) would be using. And after looking up the details of Katana at The Foundry's website ... especially the cost, I understood this video was as the title suggests: an introduction. No more, no less. I appreciate the intention, and understand it wasn't focused on the ongoing/near-future collaboration project at the Cafe. (*) I use "hobbyist" as a general term for non-professional usage, which I understood the whole idea of forum collaboration could be categorized under. -
Introduction to Katana with Cinema 4D
dast replied to kbar's topic in Tips | Tricks | Mini Tutorials
Thanks for this introduction. I personally don't see me using this expensive piece of software, but it's nice to know what's out there. -
New features are ready for beta testing. The repetition option didn't make it as I encountered quite some side effects during design. As such I focused on the multi selection option, as this allows for a workaround to the repetition option without issues. New in version 1.2: - resizable thumbnails - filtering of assets by name, column, row - edge selection for asset insertion - multi polygon or edge selection for duplicate asset insertion - auto removal of coexisting polygons after asset insertion No changes to the main user interface
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It has already been mentioned that over the past years a few attempts have already been taken at getting a similar project started, here at the Cafe. I personally think it would be best to start with a very short and simple story, in order to test things out, before trying to jump into the deep water from the start. As such, I am more inclined to ditch the idea of this "pilot project" as being a showcase of fancy features and technical prowess. Doesn't mean we need to keep it at one single movie/short/project. But starting with a simple and small project will let us handle encountered obstacles more easily (in my opinion). I suggest to have a starter to wet our appetite ... and see which obstacles we encounter, and learn from that for the next one ... and so on.
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I have made a few short stories in the past. And have shelved a few as well, due to the time it took for a single person to do everything. Others have already said the main thing, so I won't repeat. But, yes, interested to join if the subject has me motivated.
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Been working on next update of the plugin. Some features that didn't make it in official first release have now been added: - resizable thumbnails - filtering on asset name, number of columns/rows - edge selection for asset insertion Short video demonstration of this build https://vimeo.com/238197054
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Agreed, looks like a fine first effort to me. Wish I could say the same of my first endeavors (many years ago) ... alas.
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Looking forward to watch this. In the past I have been interested by this Landscape Shading Kit for a short animation film I was creating at that time. Never really proceeded with this add on, as I couldn't find much info (back then). But anything that helps me get rid of e-on's products from my workflow gets my attention.
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Pretty impressive modelling there. Wish I would have the patience to persevere and complete such task.
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I am not sure to follow your explanation. Are we talking about an asset included with the plugin, or one you created? If it is the latter it sounds to me that the axis is not positioned properly for what you want to achieve. If half of the asset is below the plane of selected polygons, this sounds like the axis of the asset was still positioned in the center of the mesh when you added the asset to the PolyGnome library. To properly position and orient the asset onto the destination mesh both the axis position and rotation of the asset need to be set up as indicated in the documentation.
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@3D-Pangel thanks for the detailed description. When I created the examples in this thread I avoided placing assets next to each other in order to more easily display what would happen with assets and the parent mesh. When placing assets adjacent to each other (not every other polygon of parent) the assets bases would fuse together. But currently the coexisting polygons will not be removed. It's difficult to predict what needs to be done in such case. In your case you would want to get rid of those coexisting polygons, but others might not want these to be removed. The best would then be to provide an option, but with a lot of extra features that means the user interface will easily get filled with many options. I will thus need to provide a way for more user-options without cluttering the user interface. A future feature is "disposable polygons", this does not directly perform what you suggest, but by providing the right options to the user this feature could probably be turned into exactly that. Currently you can indeed only place a single asset at a time. In future the "repetition" feature will provide what you suggest. Selecting an asset with 2x2 base you could then fill a 12x12 selection with 36 assets. with a single press of the "weld" or "float" button. But here again, options might be required. Maybe the user wants to flip the asset in X or Y (or rotate) every other position. Options are better than hardcoded solutions, but they clutter the user interface. Also for these I will need to figure out how to provide the options without resulting in an overwhelming user interface.