Forum Replies Created

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  • Jim Scott

    August 14, 2020 at 8:44 pm in reply to: Where is the split command in r21?

    Thanks for reporting back.

  • Jim Scott

    August 14, 2020 at 2:08 am in reply to: Where is the split command in r21?

    It works for me.

    When you have one or more polygons selected and you right click, could you describe, or take a screenshot of, the menu that pops up? Have you tried the keyboard shortcut or menu path as Brian pointed out? If none of those are working, perhaps you could post your project file so we could see what you’re working with.

  • Jim Scott

    August 10, 2020 at 3:44 pm in reply to: how to gear up or gear down the mouse dragging

    I’ve noticed that odd behavior too. It’s as if the realtime update gets stuck and must be rebooted. Don’t know what to make of it other than a bug. I was using R21 when I first played around with it, but just tried it with S22 and it seems to work fine all the time in that version.

  • Jim Scott

    August 8, 2020 at 10:04 pm in reply to: how to gear up or gear down the mouse dragging

    The modifier keys shift and ctrl/cmd do work for camera navigation (doubling/halving the amount of camera movement) when combined with the appropriate mouse keys, but I don’t know of any modifiers for tools like chamfer. Hopefully I’ll be corrected by someone else, but in the meantime you can get the same effect by using the arrow heads in the “Radius” window of the tool’s options (or entering values in the window). Clicking once on the up arrow increases the radius by 1 cm, while holding shift increases it by 10 cm with each click. Similarly, mousing up over the arrow heads increases the radius fairly slowly (though much quicker than mousing in the viewport), while holding shift and then mousing up increases the radius very rapidly. With shift you can get a large radius increase over a very short distance of mouse movement. “Realtime Update” is enabled by default, otherwise you’ll need to click on “Apply” to see the change.

  • Jim Scott

    August 1, 2020 at 2:19 am in reply to: Aligning plane to camera in r22

    Sure thing, but as usual Sam has the best answer.

  • Jim Scott

    July 31, 2020 at 10:11 pm in reply to: Aligning plane to camera in r22

    Assuming you just want the camera to be centered with, and square to, the plane, do this:

    Create your plane and orient it vertically either by its “Orientation” parameter or by rotating it in pitch. It’s coordinates should be 0,0,0 by default. Add a camera, which will be created by default at the position you are viewing from. Reset the camera’s PSR to 0,0,0 (shortcut Alt+0), which will place it in the center of the plane and aligned along the Z axis (perpendicular to the plane). Make the new camera active to look through it, and move the camera back in Z (negative Z value) to the desired viewing position.

    Hope this helps.

    Edit: The above image shows the plane as a child of the camera, which is only necessary if you want to animate the camera and always have the plane facing it. If so, do the parenting after the steps outlined above.

  • Jim Scott

    July 29, 2020 at 9:07 pm in reply to: Area light visibility in viewport

    I think I may have misread your post. If a newly created light is visible, but not another, then you probably have switched off “Visible in Editor,” either by clicking on the upper stop light, or selecting “off” in its Basic properties. The Filter menu would affect all such objects.

  • Jim Scott

    July 29, 2020 at 8:52 pm in reply to: Area light visibility in viewport

    It sounds like you have “Light” deselected in the Viewport’s Filter menu. If so, select it to enable light icons to be seen again.

  • Jim Scott

    July 24, 2020 at 11:57 pm in reply to: Dynamics problem

    Concerning stopping the jittering, from the Help files > Reference > Cinema 4D > Advanced Features > Dynamics > Tips and Tricks:

    The Party’s Over

    Let’s say you create an animation in which you pour a large number of Clones into a box. After you render the scene you notice that the Clones still have not completely come to rest, even ten seconds into the animation. There are several ways to keep these Clones quiet:

    Increase the Linear Damping and Angular Damping values.
    Reducing the Bounce value and increasing the Friction value will also help take the energy out of the Clones.
    Increase the Linear Velocity Threshold and Angular Velocity Threshold values.
    If this doesn’t help just use steamroller tactics: If Time Scale is set to 0 the simulation will freeze instantly.
    – – –
    In regards to why the leaves don’t fall when the floor is removed, without seeing your project I have no idea. Other than setting the Time Scale or gravity to 0, or disabling dynamics, I can’t think of a reason why the leaves shouldn’t fall when the floor is removed.

  • Jim Scott

    July 15, 2020 at 10:47 pm in reply to: Baked object shows question mark on texture

    Glad I could help. Thanks for reporting back.

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