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  • change the Space from Texture to Object.

  • Brian Jones

    April 24, 2018 at 10:16 pm in reply to: Odd behavior in R19

    back home and I’m seeing it on the PC too, MoText/Rigid Body/Inherit Tag=None/Individual Elements=All and it does the same thing, doesn’t reset on Go to Start

  • Brian Jones

    April 24, 2018 at 9:23 pm in reply to: Odd behavior in R19

    I see the same thing ‘normal’ in 18, no reset in 19 (on the macs at work – pc at home now, I’ll test that later).
    The reset by using the jump to end (so far) works every time if I go to start first then go to end…. definitely something amiss there.

  • it pays to try all the settings. You can use the MoText, set Inherit Tag to None and Individual Elements to All in the rigid body tag. The texture is tougher since I would expect it to be a World problem but you are aware of that… can you post the scenefile?

  • Haven’t used it and I’m nowhere near a computer now but there is a new preference for rotation order, don’t know if it applies but it’s there somewhere.

  • Brian Jones

    April 21, 2018 at 7:26 pm in reply to: Rendering Time increases with every Frame

    haven’t read the links in your post but back in that day of slower machines, one thing that could cause an ever increasing render time was an animated texture that was a movie file rather than a sequence of images (particularly if it was compressed with a codec that takes a load of processor to decompress). Every frame C4D must start at the beginning of the file and move to the required frame, it can’t just jump to the frame. Any codec you are probably using has spatial and temporal compression, it’s the temporal compression that makes it certain you can’t jump because there isn’t a whole frame there it needs to know what the differences are from preceding frame.
    And all this gets worse the longer the animated texture movie is.

    if you are using image sequences for those animated textures, then I’m with Steve – need more info.

  • Brian Jones

    April 21, 2018 at 1:42 pm in reply to: Slow C4D on Intel i9-7900X

    Editor performance is a mixture of single-core speed and GPU speed, what is your graphics card? What is cloth in your scene? It doesn’t look like much could/should be cloth in the bit we can see except perhaps the bow on the present (unless you are going for a ‘soft world’ thing, I guess). If the bow is anything to judge by, then if are you applying cloth to a dense mesh like that rather than simpler mesh that uses a SubD to smooth later performance will suffer.
    Have you looked at SoftBodies (though the dense mesh thing applies here too) or XParticles cloth?

  • Do you mean like this? If so, it’s a matter of the settings you see there. The important bits are:
    – End Angle/Subdivision = 90 (for squareness)
    – Intermediate Points = None
    After that I made it Editable (in this case via Current State To Object to get a copy), then Chamfered the corner points to get the rounded corners I think you mean…


    rectanglularhelixtrial.jpg

  • you need to change On Collision to Immediately – then it will start to fall immediately – if you are having problems getting the object to fall but not to start breaking apart until it collides with the floor that’s an older pre-voronoi fracture problem. Basically you need to turn off Self-collisions until it collides, it’s possible to use xpresso to do that like this

    12345_xpressotokeepvftogetheruntilimpact.c4d.zip

  • Brian Jones

    April 10, 2018 at 1:09 am in reply to: Smoke Projection mapping within Cinema 4D

    you can use a gobo ( a spot light with an image in the Transparency channel in a material added to the light – well any light really but it makes the most sense on a spot light) on Pyrocluster ‘puffs’ or on xparticles (at least with a standard xparticles gaseous material. What sort of look are you looking for for your smoke?

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