Adam Trachtenberg
Forum Replies Created
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Unlike LW, Cinema doesn’t have separate formats for objects, scenes, materials, etc. You can pretty much arrange things however you like. You can set up texture paths in preferences so Cinema will know where to look for bitmaps if they aren’t in the project folder.
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Not exactly sure what you’re saying, but only one viewport is used for rendering to the picture viewer. You designate which one you want to use by going into the viewport’s edit menu and selecting “use as render view.”
For editor rendering, whichever viewport is currently active will render. There’s no way to lock that.
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I’m not an Xpresso xpert by any means, so there may be a better way, but…
I would attach the spline to the cloth object using a bunch of point nodes (Xpresso>General>Point). You find out the number of the point you’re interested by clicking on it and looking in the Structure Manager. Here’s a screencap showing one spline point to one cloth object point: [img]https://www.3danvil.com/temp/spline2cloth.jpg[/img]
You would also use a point node to attach the ball to the end of the spline, but just take the point’s position and plug it into the ball’s global position. You could also handle rotation by plugging the point normal into the balls global rotation.
hth
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There’s a plugin called Fusion Thing that would be another option (https://www.astrofish.com). The Hair module might be another way to go, depending on how important it is for the tentacles to appear to be merged with the object.
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[Kevin Snyder] “I’m trying to animate a ball on the end of a rope as the end of the rope without the ball moves around. I have been trying IK bones, but I can’t get it any where close to what I want it to look like. When the rope stops moving, I would like the ball to sway back and forth. Any suggestions or tutorials out there that can get me in the right direction?”
This is going to be pretty hard to do with just bones and IK. What you really want is some kind of dynamics system that will give you a more realistic look. If you have the Hair module it’s spline dynamics feature is perfect for this. Or if you have Clothilde you could apply it to a thin strip of polys and then use Xpresso to attach a spline and the ball to the points of the cloth object. Same with the Dynamics module. There’s also a plugin called PhyTools that has spline dynamics. -
Sounds like you’re talking about Sketch and Toon? Did you enable the Strokes option? If so then you need to play with some of the options in the strokes tab.
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There’s a bit of a trick in r10–all you have to do is Timeline>View>One level up.
For some reason the default settings exclude material (and some other) tracks. If you want to change the defaults, you can open a blank document, set things up the way you want them, and save the file to the Maxon root directory as “new.c4d”.
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Something strange there. The first number represents the polygon count in real (i.e., not procedural) geometry, while the second number represents the polygon count of procedural geometry that you see in the editor window. For example, if you make a cube editable and put it in a HN object, you’ll see 6 (the actual number of faces) followed by 102, the number of faces you get from the HN two levels of subdivision [6 + 4(6*4)].
Since the Mime figure is, AFAIK, real geometry, you should see something other than 0 as the first number.
Regarding the slowdown, are you sure that you have your heirarchy set up correctly? You want to make sure that your bones/joints are deforming the low-poly mesh rather than the subdivided mesh.
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r9 only had rudimentary UV tools, and unfortunately no unwrapping. You would need BodyPaint or else you’ll have to do it in another application.
While it’s not helpful to you, the good news is that with r10, BodyPaint is a part of the core application.
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Never tried it, but you might be able to use the Hair module’s spline dynamics–attaching the IK controllers to the splines. Throw in some SoftIK and it could be interesting.