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Everything posted by dast
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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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A manual explaining the features is included with the plugin. As all available time is spent on implementing additional features for the plugin I still haven't been able to make any instructional videos. The videos provided in this thread are for demonstration purposes only, showing the features I am currently working on, or plan to release in a next update. As for the licensing, Cinema 4D can be installed on 2 computer if you have an MSA license only. In other cases installation is only allowed on a single machine. The purchase of Seamilar is for a single license, allowing you to install and run the plugin on a single computer only. If you would want to run it both on a PC and on a Mac you should indeed purchase the appropriate number of licenses (as is mentioned in the end-user-license-agreement). I know that many customers do use the single license on both operating systems, and while I personally have nothing against this, the license you purchase is registered to a single operating system, and thus support is only granted for said operating system. Hence the reason why you need to specify the operating system you're purchasing the plugin for.
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While I understand the reason for a demo version, I am sorry as this will not be possible in short term. Honestly, I would rather spend time on adding features to the plugin then taking away development time to work on a demo version.
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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 was right in the middle writing a response, but Igor beat me to it. So, yes, plugin will be soon available again from the store.
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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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In an old WIP video I demonstrated loading the included palette, and docked it in the layout: While the palette has slightly changed in version 2.3, the same principle applies. Don't forget to save the updated layout once the palette is docked. As any other Cinema 4D palette you can modify this to your liking.
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While next update of the plugin is being finalized, I have created a new "tutorial" video. It doesn't focus on the new features but was part of the test scenarios to check changes in the code were stable and bug free. It demonstrates unwrapping multiple objects and arranging the UVs on a single canvas. https://vimeo.com/237128529 (trying out vimeo instead of youtube)
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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.
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I cannot figure out exactly what you mean. Care to show an example in order to visualize the problem?