Forum Replies Created

Page 22 of 46
  • Jim Scott

    July 11, 2020 at 9:48 pm in reply to: Baked object shows question mark on texture

    If you expand the Extrude.1 null you should see the material on the enclosed Extrude:

  • Jim Scott

    July 11, 2020 at 2:51 am in reply to: material editor is blank

    That’s a new one on me. If you’ve tried restarting your computer and that doesn’t fix it, you might need to reinstall that version of C4D. I suppose that installing the trial may have inadvertently corrupted your older version, but I would just be guessing.

    Just out of curiosity, is this what the material editor looks like when you have created a new material, and double-click on it to open the editor, or are you unable to create one at all?

  • Jim Scott

    July 10, 2020 at 6:07 pm in reply to: Scale and normal scale

    Have you tried the Melt deformer?

  • The “character” in your project is just a null used for organization. If you look at its coordinates while playing the animation you won’t see any parameters changing, so the camera isn’t moving as well. Make the camera a child of a part of the moving character (the body, for example) and it will do so too.

  • You need to make the MoText object a child of a Connect object. You probably did that before but just forgot about it.

    Per the help files (Cloner Object: Object Tab) –

    Tip:
    Not all objects that can be dragged into the Object field function with the above modes (e.g., the Text Object). In such instances it often helps to make the element a Child of a Connect Object, which is in turn made part of the clone process.

    Edit: put the Connect object in the “Object” window of the Cloner parameters.

  • Jim Scott

    July 2, 2020 at 8:13 pm in reply to: How to create this

    Very clever Brian. Thanks for the input.

  • Jim Scott

    July 2, 2020 at 2:24 pm in reply to: How to create this

    Your original question was about as minimally descriptive as it gets, so I simply provided one possible solution. That solution did use the “random” setting in the cloner to randomize where hexagons were placed in the honeycomb array. Your original image didn’t have the scale of the main hexagons randomized (they must fit in the honeycomb grid), but only their inner details, so any randomization would have to be applied to the smaller, inner hexagons. When I get more time I will play around with looking for a more procedural way to create the variety of hexagons, and perhaps someone else will offer a solution in the meantime.

    Good luck with the project.

  • Jim Scott

    July 1, 2020 at 4:01 pm in reply to: How to create this

    Create as many variations of hexagon objects as you want. Start with a cylinder object set to six rotation segments, make it editable, select the top polygons, and then make extrudes to add details. Here’s the five I created for my example. If you are unfamiliar with this process, or with using cloners, I would suggest learning more about the basic functions of C4D.

  • Jim Scott

    June 30, 2020 at 7:43 pm in reply to: How to create this

    Create a variety of hexagons and place them in a cloner.

  • If I am understanding you correctly, you need to group the twist deformer only with the splines being swept. If, for example, you have grouped it in a null with all of the splines, including the circle making up the contour spline, you will get the result you describe. If this doesn’t help, perhaps you could upload your project file, or at least a simplified version showing the issue.

    Something like this:

    Not like this:

Page 22 of 46

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy