Arndt Von koenigsmarck
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I have no such problems here under V8.5 or V9.1, haven’t tested it with V9.5 though.
Shader Pack II is not sold any more, that’s why it is not linked through our website any more.
Could you mail me a sample scene that shows how something isn’t working as expected?Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
My SweetSweep plugin does this. It was a free giveaway some time ago.
You can download it here for free:
https://www.vreel-3d.de/plugins/ShaderPack_II/SweetSweep.zip
Just be warned that I haven’t tested this for newer C4D versions. Should still work fine though.Using it should be quite straight forward. It works very similar to the original SweepNURBS, but if you need help, here is the docu:
https://www.vreel-3d.de/plugins/ShaderPack_II/SweetSweep_E.pdfKind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Arndt Von koenigsmarck
September 7, 2005 at 9:17 pm in reply to: Is Cinema 4D the best program for architectural modeling?So at your studio your are not using any 3D construction or CAD program right now?
How do you deliver concepts and final layouts to your clients? Just “old style” (on paper)?
If you already have any 3D data within a construction software, it’s just a matter of data exchange and surface setup,lighting and rendering in a specialized software such as Cinema 4D.
Adding vegetation (trees, bushes etc.) and other objects such as buildings and people to that setup is no problem with Cinema 4D or any other 3D software.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Thanks Adam,
yes, WeightLifter Pro does this and much more.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Arndt Von koenigsmarck
August 2, 2005 at 9:26 am in reply to: Soft Body object not colliding after place din Emitter node???It seems to be a limitation as Dynamics need polygonal objects and particles work like instances of an object.
Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Hi,
basically there are two ways:
1. Paint different VertexMaps on the mesh using the Paint tool and link them to the bones with Restriction Tags or
2. Use ClaudeBonet and paint the weights directly onto the bones. Doing so you don’t have to deal with an tags at all.You can use several tools to mix, morph and transfere motions from one rig to another. Have a loook at the MOCCA manual for a complete overview (MoMix comes to mind first).
You should just take care that you have comparable bone hierarchies.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
You can use the Spline Deformator or bind a complex bone chain to a spline with the help of XPresso/COFFEE, though some coding is needed for this.
The later has the advantage that the length of the tentacle will not change during animation as the bones keep their length.Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Try the .fbx format. IIt should support objects and even animations.
Both Maya and Cinema 4D can handle this format in their latest versions (it was part of Motionbilder which was bought by Alias).Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
For those of you who are interested in this 3D tracker, here is their site:
https://www.ssontech.com/Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de -
Arndt Von koenigsmarck
June 14, 2005 at 8:25 am in reply to: replacing all textures in one scene with a single textureDelete all texture tags, group all objects under a Null object and asign your texture to that Null object.
Kind regards,
Arndt von Koenigsmarckhttps://www.vreel-3d.de
https://www.vonkoenigsmarck.de