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Activity Forums Maxon Cinema 4D Sculpt to affect multiple objects at once? (C4D Studio R17)

  • Sculpt to affect multiple objects at once? (C4D Studio R17)

    Posted by Benjamin Philipp on January 3, 2017 at 5:22 pm

    Hi,

    I was wondering if there is a way to sculpt on a mesh with a higher order topology (i.e. several isolated poly groups), like the 2-layered eyelashes of a Daz3d standard character mesh at once (along with the eyelids, etc); meaning the deform would be spatially proximity-based and not constrained by surfaces (connected neighbor proximity)
    This would be like the option to toggle between surface mode and regular mode for soft selections (see attached images for reference)

    In this particular example, I’d like to move the eyelids and the eyelashes together, using the sculpting Grab tool (so I can use easy symmetry)

    Is there such an option for the sculpting tools?

    Thanks, guys!

    Benjamin Philipp replied 9 years, 4 months ago 2 Members · 5 Replies
  • 5 Replies
  • Adam Trachtenberg

    January 4, 2017 at 12:42 am

    I think it should work the way you want if “surface distance” is unchecked in the tool’s settings tab.

  • Benjamin Philipp

    January 4, 2017 at 8:51 pm

    Hi…
    That doesn’t change a thing for me. Of course that’s where I looked first.

    This is what it looks like for me:
    https://youtu.be/0mrJZCS1YmI
    (Using a large brush so the effect is extra obvious)

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  • Benjamin Philipp

    January 5, 2017 at 4:22 pm

    Am I doing something wrong or is there simply no functionality like what I’m after?

  • Adam Trachtenberg

    January 5, 2017 at 5:24 pm

    Sorry, I misunderstood your question. I don’t see any way to do what you’re wanting to do with the Sculpt toolset. Oddly enough it does seem to work fine with the Brush Tool from the standard modeling tools. Perhaps you can use that as a workaround?

  • Benjamin Philipp

    January 7, 2017 at 1:52 pm

    Thanks!
    I completely forgot that there even was a modeling brush.

    It’s far from perfect, I’m able to somewhat nudge vertices around together, that’s better than nothing 🙂

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