Forum Replies Created

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  • Kouraib Abdmalek

    August 16, 2026 at 9:36 am in reply to: Recreating this fluid/blending animation

    You’re very welcome, Cormac! I’m glad the idea of using the Boolean tool was helpful. You may have already started working on it before I wrote my previous post, since I was a bit delayed in replying, so it looks like our ideas simply converged. In any case, this will be useful for anyone wanting to replicate a similar effect, especially with the other details you mentioned. Thanks for sharing this with us. If you’d like to share a preview, along with a screenshot of the program’s interface with the Object Manager panel, that would be greatly appreciated.

  • Kouraib Abdmalek

    August 15, 2026 at 1:27 pm in reply to: Recreating this fluid/blending animation

    Hi Cormac,

    It’s highly likely he used Meatballs, but to achieve this animation, he used two Meatballs elements and placed them under a Bool tool, subtracting one from the other so that the subtracted element was hidden. Then he moved them through each other to achieve that effect. I’ll try to replicate something similar for you as soon as possible, keeping in mind that you’ll be working to get a similar effect and shouldn’t attempt the exact same movements, that may will be difficult. In this type of dynamic animation, even the scene creator doesn’t know exactly what they’ll get; they just experiment and see. I hope this is helpful.

  • Kouraib Abdmalek

    August 14, 2026 at 9:44 am in reply to: “Preparing” Takes too long when rendering?

    Hi Pavel,

    I believe this is due to one or more of the materials being used. If you’re using materials like grass or hair, and their properties are set high, calculating their effect on the scene happens during the preparation phase, which takes time before rendering even begins. This happened to me once — I spent a lot of time digging through render settings and other options until I discovered that one of the materials had a very high value in the displacement channel, using a texture with intricate detail that was being applied repeatedly across a large area of the scene’s background. Once I adjusted this, everything went back to normal. I hope this helps.

  • Thanks for your reply, Graham! I’m referring specifically to the MCP adds. If you check the Blender forum link in my post, you’ll find a tutorial on this. With tools like ClaudeConnect, you type a prompt and the command is executed directly in the program, such as Blender. What you don’t see is what’s happening in the background: the script being generated based on the prompt, then copied and pasted into the console, and finally run to produce the result in the program’s interface.

    One drawback, for me and others, is not being able to see that process in the background in order to edit a line in the script, for example (assuming you have the knowledge to do that, as you mentioned). This means that if something goes wrong, it can be difficult to fix — especially with complex tasks — and you may have to start over from scratch.

    This is what I’d like to verify with others who have experience with these add-ons, since their developers claim they give you complete AI control over the program. The question is: is it really impossible to see and edit the scripts running in the background, as I’ve described, or do others have a different experience?

  • Hello,

    I apologize if I’m venturing outside my area of ​​expertise, but I’ve already written a post about these MCP adds on the Blender forum, and I don’t think the situation here is different. The main point is that these adds save you the trouble of copying and pasting scripts from AI generators into the software. Saying they make the entire program AI-controlled is simply untrue. Furthermore, as far as I know, with this Connection method, there’s no way to modify the script or fix errors; you either have to accept what you get the first time or start over. Unlike generating and copying a script, where you still retain control over a large part of the process, this is what I know so far. I hope someone with experience using that can confirm or refute this. I asked the same question on the Blender forum and haven’t received an answer yet.

    https://creativecow.net/forums/thread/the-claude-blender-integration-is-it-worth-the-hype/

  • Thank you, Mads, for enriching the discussion — your appreciation of my perspective is greatly valued. Yes, as you pointed out, this falls under a larger topic: why and how we use artificial intelligence. That said, I always prefer to discuss this with others, because I worry it might skew my evaluation the assumption I’m subconsciously biased toward professionals designers who see AI tools as intruders that try to blurring the line between those who’ve earned their professional status through hard work, dedication, and talent, and those who only know the field superficially.

    I’ll try to explore this idea more thoroughly in a separate post in the coming days, when I have the chance. I hope others will share their opinions on this topic as it relates to Blender, especially those who might see things differently, because I want to check the problem of not being able to modify the script that was created via Claude Connect.

    Thank you again, Mads!

  • Kouraib Abdmalek

    July 21, 2026 at 9:20 am in reply to: Cloning shapes of varied heights

    Hi Brian,

    If I understand your goal correctly, I don’t think you can achieve a gap-free, non-overlapping wall from four cubes of different lengths using a Cloner, because the Cloner only controls spacing along the three axes — it has no awareness of each element’s actual length.

    Say the cube lengths range from 100 to 400. If you set the Cloner’s spacing to 100 or less, you’ll inevitably get overlaps, since some cubes are longer than 100. If you set it to 400 or more, you’ll inevitably get gaps, since some cubes are shorter than 400. And if you set the spacing somewhere between 100 and 400, you’ll still end up with both gaps and overlaps, because some cubes are longer than that value and others shorter.

    Introducing randomness, or changing the seed, doesn’t help either — it only randomizes which cube gets placed where, not the underlying mismatch between the Cloner’s fixed spacing and each cube’s actual length. So a different approach is needed.

    I’ll look at some of the easier alternatives and explain how to do it here. I hope this has been helpful so far.

  • Kouraib Abdmalek

    July 17, 2026 at 10:15 am in reply to: select objects identical by geometry

    Hi Frankie,
    Regarding creating a script that recognizes all elements of the same type, regardless of their properties, this is possible. I’ve done this on a newer version of Claude and it was completely successful. However, converting them into instance seems impossible because it’s illogical. Instance are used to replicate a single element in a scene, allowing you to control all the of them by modifying the original element’s properties. This also helps reduce file size and makes the scene lighter. It’s impossible to make elements with different properties as instance` of a single original element. Therefore, if we use your script, you’ll find that all the elements will become similar, with properties that are the average of the other properties to achieve this logical paradox as you’ll see in the attached screen recording. The good news is that AI-powered scripting for c4d has improved significantly with Claude, especially in later versions. Any option you can think of (provided it’s compatible with the program’s core system) can be added as a command to the program and have a shortcut created for it. I hope this is helpful.

  • Hi Don,

    The issue might be related to the version you are using. I am not deeply familiar with importing animations from Mixamo, but generally speaking, many issues regarding Cinema 4D’s interaction with other software—as well as export/import processes—have been resolved in recent updates.

  • Hi Sergio,

    I think the problem might be with the belt points due to overlap between these points for several different belt tags. You need to enable the “Draw”
    attribute in each tag used to display the connections of these points and confirm if the problem is caused by them. I hope this is helpful.

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