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dast

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Everything posted by dast

  1. This looks very interesting, and something I could really use myself. Besides using it, it also looks like a very challenging and fun project to implement. Someday I'll sure want to try my hands on writing something like that. Thanks for sharing the info.
  2. OK, that explains it. Those who purchased the plugin at introduction price before it was part of the store can't write a review. Good to know. Well, there are enough "store-buyers" to write reviews ... wondering who will be the first.
  3. I don't know how to reply differently then I already did. All is shown in the code in my first reply. You create the quicktab via the AddCustomGui, then populate that with groups and gadgets. As for the lack of documentation: welcome to the world of Cinema 4D plugin writing.
  4. I have a Space Navigator, and have assigned SHIFT and CTRL to the two buttons. Wish I could justify the purchase of a pro version, with all the keys and heavier grip. ... One day !
  5. if this is what you want (see reflectance layers) you will need to create a quicktab subgroup # create a quicktab subgroup gadget per layer bc = c4d.BaseContainer() bc.SetBool(c4d.QUICKTAB_BAR, True) bc.SetString(c4d.QUICKTAB_BARTITLE, 'title') bc.SetBool(c4d.QUICKTAB_BARSUBGROUP, True) subgroup = self.AddCustomGui(<some id>, c4d.CUSTOMGUI_QUICKTAB, '', c4d.BFH_SCALEFIT, 0, 0, bc) # create a group to contain all the gadgets, this in order to simplify # the hide/show of the gadgets when the parent quicktab subgroup is collapsed/expanded self.GroupBegin(id=<some id>, flags=c4d.BFH_SCALEFIT, cols=1, rows=1, title='', groupflags=0) ... Of course you will need to keep hold of 'subgroup' as this is how you will show/hide the gadgets when collapsing/expanding the quicktab subgroup
  6. With the hype around the current BodyPaint beta update, I am sure this is probably not the right moment to post any updates. As everyone seems to be all over the beta download, I am not sure anyone might ever be reading this ... Also considering that possibly near future update of Cinema 4D (be it beta or R19 release) might show some enhancement related to UV ... Maybe, maybe not. Who knows. Anyway, while I don't consider this moment to be the best to post any update on my Seamilar plugin, I still wanted to show the next concept I have been working on. Not sure if this rings any bell with all the other exciting news around, but I sure was looking forward to show this progress.
  7. dast

    SPETI and TINA

    Well, seeing the abundant feedback (*) of the Octane version of SPETI, I have reverted to my original thought: "never gonna happen". The offer has expired, and I am focusing on a release of the regular version instead. I have noticed that non Substance Painter users were kind of afraid of dipping their toes into the waters of this plugin. As the name of the plugin implied that it seemed to be specific to a workflow involving Substance Painter. Because of this, and with the issue of changes in the Python SDK between R17 and R18 I have decided to provide a more generic version of the plugin. Meet TINA (Texture Importer 'N' Assigner), the identical twin sister of SPETI. It shares the exact same DNA, but is meant to work with R18 and refrains from referring to SP. Next to this shiny new sibling, SPETI will remain R17 only and jauntily refer to Substance Painter. As they both rely on the exact same code (slightly modified per Cinema 4D Release) they of course both can handle textures from any origin, be it Substance Painter or different. Due to quite some abuse in the past, I have refrained from providing a download link to the plugin. Instead, I will provide the plugin on request only. To obtain this I will need the requesting person to provide me (via private message) with a valid serial number of Cinema 4D (first 11 digits only of course), and an e-mail address. The plugin will then be sent by e-mail. Additionally, I will include a link to Paypal, but will leave it up to you to decide if you want to donate something, something more, or nothing at all ... Whatever you feel this plugin is worth to you. It's a new scheme I am trying out, in order to avoid the abusive downloading and distribution of work, some unrespectful take credit for. Depending the serial number I will provide you with SPETI or TINA ... yes, I know how to read serial numbers ;-) (*) I know, sarcasm doesn't translate well in written words.
  8. @Cerbera Thanks for trying to add a review. I wish more would do so, but I understand not everyone would know what to write. On the other hand, I am more than happy with the positive feedback provided in this thread. I originally had expected a lot of questions, but it seems the plugin (or its documentation) is self explanatory ... But then again, I might simply be biased! Just for the record. Version 2.2 has been distributed to the customers. So, before diving into the next features on the todo list, I will spent some time on SPETI and its identical twin sister TINA.
  9. Working hard on the next features. And as always: simple things tend to take up much more time then anticipated. When using the native BodyPaint tools for unwrapping I noticed many times that UV polygons ended up flipped/mirrored. I figured this could easily be fixed, and decided to add this as a feature. Seamilar does now automatically detect flipped polygons and will mirror the island when needed. This feature has been part of version 2.1 of Seamilar, but for some (unknown) reason was never brought to the attention. In version 2.2 the UV view gets another step towards becoming an editor, as points, edges, polygons and islands can now be selected and manipulated. Color configuration has been added to make up your own preferred island colors. Tools and commands have been added, and not least important, shortcuts and icons follow the native Cinema 4D policy. A specific rendernode version of the plugin has been written to avoid the need of deleting the Seamilar unwrapper tag, before sending to a render queue. All customers of Seamilar will receive such rendernode version of the plugin, free of charge. As always, still a lot of tweaking and even more testing to be done before release time. Silent video demonstration of upcoming 2.2 features below:
  10. Well, I think I didn't explain correctly. What I meant with the fading, was to fade from black background with the white character to the white background with black drawn lines. The idea behind this would be to indicate that the stress situation (black background, white outlines) slowly fades away into a peaceful situation (white background, black outlines) ... while taking a deep breath.
  11. For a less abrupt ending, why not fade from black to white, instead of the direct switch you now have ? You could do a slow fade to end up with the white background right after the inhaling. Maybe repeat inhaling, exhaling one more time while the end credits start appearing. In my opinion, the inhaling should be animated just as the exhaling is done. Now it's a simple 2-still pose. It would come over better if it was a slow, smooth animation. I also don't get the "inhale on the one side, and exhale on the other two sides"
  12. dast

    SPETI and TINA

    My first thought was ... "Never gonna happen!", since I don't have Octane nor the knowledge how to create Octane materials. But after a while it started itching as I was wondering if I could solve this puzzle. And moments later I was browsing the Otoy forums in search for information. I still have no idea how to setup or use Octane materials, but have some more knowledge about the internals. Downloaded and installed the demos of the standalone and plugin, but since my (apparently outdated) hardware and drivers doesn't allow to run Octane I am still left in the dark as to what I am actually doing. So, as a test, I updated SPETI to only import textures into the color channel of an Octane material (or so I think). While I am not sure if such material does render correctly, I managed to see the resulting material listed in the material manager. Now it's up to someone with a working Octane (and knowing what s/he does) to test and see if this SPETI version creates useful materials (color channel textures only !!!). Thanks in advance for trying and reporting back. Edit: offer has expired (obsolete file removed)
  13. dast

    SPETI and TINA

    Well, to be honest, I am not sure what to do with this plugin. I have had a few positive feedback, and thank you for that. It was not my intention to make money out of this. Still, making it freely available doesn't give anyone the right to upload it to anywhere they please and violating copyright in the process. So, due to abuse, lack of interest and general lack of responses I have removed public availability of the plugin. Give me a few more days to decide how to proceed further - thanks.
  14. New update is being finalized. Still some code clean up to do, and then some massive testing before this update is being sent out to customers. I know I was asked to provide audio for my next video demonstrations. Unfortunately, once more a silent WIP video demonstration. I don't think the video needs detailed explanation of what is going on: the formerly static UV view window is being mutated into an editor. Not much more I can add to that (*). (*) explanatory wise I mean. There's quite some things that can be added to the editor's functionality ;)
  15. That's how I would do it in the end. Tried both live and dubbing, both none came out satisfactory. Just as everything it comes down to practice, practice, practice. I am sure that it will eventually turn out to be OK. But for now, I'd rather "practice" writing code than commenting my videos. Still, your comments and feedback are appreciated. I gather that providing tutorial videos with commentary is a next step in my customer service.
  16. Thanks. I have deliberately avoided adding any audio to my videos. No background music, as I find that just simply disturbing, and annoying. As for commentary during the video. I have thought about that, but simply am not comfortable doings so. I am lousy at explaining things. I did intend making a narrative video tutorial to be provided with the released plugin. You all should be glad it ended up being a written manual instead.
  17. The current released version does not allow any editing of the UVs (nor points, nor edges, nor islands). The update I am currently working on allows editing of the UV islands (move, rotate, scale) ... and I wanted to include editing of UV polygons and UV points. So this is a No for now, but a Yes for next update.
  18. All source code is simply copied from Windows Visual Studio project to MacOS XCode project. So both versions share the identical code base.
  19. Well, I didn't see the fine prints of needing to be a Gold Support member in order to be able to sell products ;) Now, I didn't know that Turbo Squid takes up to 40% of the profit when selling your product, so I think that the 10% I proposed to sell my plugin is very generous of the Cafe. But to additionally request to be a Gold Support member ... no offense, but that feels a little "double", like having your cake and eating it. I became a Gold Support member right before I started to sell the product. Not because I needed this status in order to sell. But only because I wanted to reward Igor for providing so much support in setting up all the store things. I did that on top of the agreed 10%, because I felt it justified. But I understand the idea behind the need to shell out the 60 euros in order to be able to sell. It avoids everyday sellers, and provides more dedicated sellers only. But again, asking for gold support and then taking another 10% from the sales. Mmmm, feels somewhat awkward. My opinion.
  20. Yes, the video demonstrates WIP8, the next "work in progress" after the official released version. As mentioned, it still requires some work before being delivered. When all work related to move/rotate/scale is completed, this update will be sent to customers.
  21. After a short break I finally managed to get something done yesterday and today. Nothing final, but I am happy to show some progress. The earlier "move island" WIP showed a concept implemented as a quick hack. For the past two days I have now implemented this concept into the view/editor framework. Still a few things to finalize before providing a next update to the customers. But as always, it's the small details that take up the most time. This has been developed on Windows only (not tested on Mac yet), and from earlier WIPs I know that some concepts don't work on MacOS. Hopefully, porting this to the other platform isn't going to take too much time. Fingers crossed!
  22. As some of you know, I also have a thread running over at CGTalk. And while I am not in favor of simply duplicating the posts, this time however, not much else to report than saying the pre-release period of Seamilar has ended. Today the plugin has been officially released. The early adopters have received their final release version. I am also glad to report that I have managed to build (and test) the plugin for R16 (windows and mac). With the official release now concluded I can now focus on further developing the plugin. Stay tuned for future WIPs.
  23. I see that you have found how to follow this topic, so I guess this answers your question. Customers who purchased the plugin are sent the latest version anytime a major update is built. As for regular updates in this thread, I don't broadcast around. So, no newsletter or anything similar, sorry. Small update for those following, I managed to build an R16 (mac) version of the plugin (if you followed along on CGTalk you might know the reason). Haven't looked into the R16 windows version, but when I find the time, I'll sure look into that as well ... giving there's interest for it, of course. Customers (the legal ones at least) have received release candidate 4, containing all features I wanted to provide in the release version. Now it's up to making some documentation. When that's done the plugin will officially be released.
  24. @ILJI Thanks for the feedback, glad you like the plugin so far. Multi object support is indeed for later, as it still requires a lot of work. In the meantime I am working on turning the UV view into an editor, and here is a quick and dirty first iteration. Again, still a lot of work before being available. Sorry if lately I have not been replying to everyone's questions ... I just have too much fun implementing all these features. Unfortunately, it does take up more time than anticipated, and definitely takes up more time than I have available. Thanks for your patience.
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