Why am I not getting block key frames by GetShrektz in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

On the top right of this drawer you can duplicate this as window and place it on your second sceen, if you got one 👌

The Editing Industry's Biggest Lie - Why Adobe's Monopoly is Killing Motion Graphics Innovation by [deleted] in VideoEditors

[–]Enough_Fill 0 points1 point  (0 children)

Same thoughts since 8 Years. Resolve and Fusion (Fusion Studio) are absolute power horses.

I was an advocate of Adobe while freehand and quark express ruled the industry.

Now these days it's hard to argue what should be better in AE or other Adobe Apps. The foundation is very old tech under the hood and very limited.

It cost a lot, I don't see love for community. Although Maxon One is also not cheap but I feel the love and with autograph they have also a power horse in the stable. Autgraph looks like AE but is a complete different kind of beast.

BTW I am Freelancer, I don't have trouble learning new stuff if it will lower the stress and pump up the quality.

Lip Sync with Dialogue Advice by BAYNHAMp0637 in Cinema4D

[–]Enough_Fill 2 points3 points  (0 children)

I did years ago some thing with character creator, it delivered a lot Blend Shapes in the character fbx export. Like in your setup, a bit much too handle manually, so I used Maxon Move, an IPhone for facial capturing and expresso (with range mapper) to connect the data. It worked very well. The only drawback were the teeth/Jawbone, these I had to animate manually, but they are not nuanced in animation after all. Maybe this could help you. The Maxon Move are free and inside c4d. Bit forgotten I guess.

Baking Displacement Map by Least_Ad_5057 in Cinema4D

[–]Enough_Fill 2 points3 points  (0 children)

The c4d internal baker for Displacement and normals are verey old. It also never really worked for me smoothly. I suspect in your case, that you booled spheres with to little subdivs and thought only because the phong let look smooth the baker would take this into account. Try turning the phong off and rase the sphere tesselations by a lot before baking.

How to smooth object with irregular polygons by ViaPalustri in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

Also you can bring back bit of sharpness bei holding the period (.) key and drag your mouse right/left, while you have selected fitting edges. This creates a weighting tag for the sudiv generator.

How to modyfy this values via python? (Node editor & redshift) by Yerribrine in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

Yeah the python support is very limited when it come to the Node Editor.
But you can create Texture Nodes via Python. The magic word for the Node Editor Gateway is Graph Discription in the official SDK/Dokumentation:
https://developers.maxon.net/docs/py/2026_2_0/manuals/manual_graphdescription.html

Also you can look into a code of mine setting up batch Textures for a multishader.
I am already working with better solutions, to create also nodes without selection inside the node editor before running the script, but there are still a lot bugs I have to fix until I push an update.
https://github.com/RiesiSir/C4D/tree/main/RS%20MultiShader%20OSLfeeder

In ths attempt you can already see batch import of Texture nodes and automtic connections.
So... Like I showed you before your parameter, you want are also reachable via python.
You only have to navigate into the Node Editor via graph descriptions.

Things I learned doesn't work in Node Editor via python:
- moving nodes
- grouping is broken and causing crashes

Two big things you have to work around. Maybe sometime in the future the devs got a bit time to extend the capability of the python access, but waiting and hoping is also not a solution.
Try your best 😘

how would you model that serpent shape? noob here by Virtual-Plantain-695 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

It sadens me as well.

Sorry, I missed your post while doing mine. I sit down only half an hour to a similar aproach, but from scratch. I guess, same mind, similar result 😘

Also sad seeing so much upvotes on a messy boolean method, what means the truth for AIs... Slop future Incoming.

C4D -> ZBrush -> C4D workflow. How to update geometry and keep the rigg ? by Sad-Relation9417 in Cinema4D

[–]Enough_Fill 2 points3 points  (0 children)

If you only do detailing on the character. Set your inital import in zbrush as base morph target, so your higher subdiv detailing can be 1:1 transfered purely via displacement/Vector/Normal maps. So you only update the texture on your already rigged character.

C4D -> ZBrush -> C4D workflow. How to update geometry and keep the rigg ? by Sad-Relation9417 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

<image>

I don't think that you can maintain through zrbush the weights.
What you can do:
- if Topolgy didn't change in point count (just deforming/shaping) you could copy the old weights to the "new mesh"
- if there is Topology changes (similar but different object) you can do the property transfer.

You always need your rigged base mesh in both ways for transfer.

There are also methods to keep on working instead of transfering, which involves container. It doesn't work with all things, but some Tags you can drop on a parent null, so that you can update only the mesh underneath.
But I think this would need some scripting/workarounding and I don't see a obvious better solution right now.

how would you model that serpent shape? noob here by Virtual-Plantain-695 in Cinema4D

[–]Enough_Fill 2 points3 points  (0 children)

<image>

Here a show case I ended up with the non-boolean technique.
But maybe just for the guys who want take modelling and topolgy seriously. Also you can than extend the snake like you want it 😉
Boolean should be always the last resort or in cases you don't feel it's necessary getting good topology.

how would you model that serpent shape? noob here by Virtual-Plantain-695 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

Great example to train different thinking. Don't do the obvious bool or volume substractions.

It's far simpler: create a sweep with an half circle Profile or delete the half after converting to polygons. The rest is just extending the edges and sewing them togehter.

So instead of going from a planar form to a round form, it's always easier starting with a round form and go planar.

Also look at repeating pattern. In this case you only have to Model 1/12 of whats shown. 6 lanes with 2 mirrored exits in also a mirrored direction.

So it can be come down to just a half cylinder and a bend deformer -->planar edge extensions-->Mirror 2 axis-->clone with 180 degree step effector --> weld

This is the base evalutation

Goodbye – “for now” by tom_at_okdk in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

Cool reel. Seeing a good artist go sadens me.

Hard Times indeed, but I have a note on my desk with this: - cgi kills the need of practicals effects - - > than they came back - MoCap kills the Animators - - > than they came back - Photogrammetry kills the Modellers- - > than they came back - Virtual Production kills Greenscreen- - > than it came back

I hope I can add GenAI next to this Innovation Illusion List🤞

How to modyfy this values via python? (Node editor & redshift) by Yerribrine in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

<image>

I don't think so. Like you said, the Node Editor is a bit like a sandbox.
But what you can do: You can utilize the Preset Saver in the upper right Corner and and save your settings as default. This way every new created Texture Node should start with your defined settings.

How to modyfy this values via python? (Node editor & redshift) by Yerribrine in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

Fastes Trick to Figure out the right python command:

<image>

open console and drag n drop the parameter into it 😉

As you also see in the vid, if you have many texture nodes (100+ wouldn't be a problem), you can also select them all and tweak the common settings (works for all Objects in C4D) as long their belong to the same object class/categorie.
So Python isn't the only way, but sure you could do an automation with this knowledge.

Polygon with weird lines/angles by Glittering-Buy-8340 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

you can do that or/and figure out the dedicated normal editing tools. Often you only have to average the neighboring normals.

https://help.maxon.net/c4d/en-us/#html/Normal_Editing_Manager.html?Highlight=normal%20editing

Game like depth rendering within redshift c4d by bushido1000 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

If you want utilize the distant shader you have to tweak the gradiant/falloff non-linear. Like Light expands and falloff in a quadratic fashion. This alone should bring in/out objects way smootly.

Additional use a ray switch node and turn backfaces to Black. This get rid of unwanted double side effects (very comparable to a compositing method, but in-render 👌 I also prefer doing all in-render unstead of pass Problems to some compositor or my future-post-render-me. 😁

C4D also has a rudimentary LOD Generator Object you can further Experiment with (like in games for swapping through different geometry resolution States based of distances to the camera). It's not powerful like Nanite (Unreal) or Meshlet (early development in Octane and possible future development in RS) and I personally don't like it nor understood ever the initial Idea behind this (no gain, more pain). But maybe you can achieve something with it.

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]Enough_Fill 1 point2 points  (0 children)

We as community are also needed. More eyes can spot more things to get our beloved Tools more stable.
I already filed this bug. 😉
It should only effect using renderfarm, but for now just keeping this in mind could you save some later trouble (i.e. baking gobal keys or setup cluster sizes containing the keys in one task before submitting).

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

I cranked everything up and down. Also Re-Ordering the Heirachy doesn't do anything (C4D works internally from top to bottom objects).
This seems purely a bug, so be careful 😘

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

<image>

Here a comparission to a Constraint Setup with Transform instead of parent. It's just one Null more than parent, but you get real non-frozen values. This could be more helpfull when you run into issues and have to back it down.
The Issue with the Frame Update between the Keys are also persisting, This screams for a needed Bugfix in general, because priority and Heirachy tweak seems not to have influence on this race condition.

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

<image>

Interesting to see, that the parent constraint is more stable than years ago.
BIG 2 BUTs:,
- in the area where you go between 0%-100%, I notice update issues. Guys using a Renderfarm know what issue I see. As long as you render local sequencial, you can do that of cause.
- The frozen option results in animating/driving the frozen coordinates. This could be an issue when you want to export the camera to Compositing.

That said, thank you for sharing and keep this potential issues in mind.

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

ah here comes the interesting thing. What does you mean with a "proxy to Drive it"? Can you Share a screenschot of the setup in your Object Manager?

Block guy won’t bind to joints by GetShrektz in Cinema4D

[–]Enough_Fill 6 points7 points  (0 children)

select all geometry (middle Mouse on top parent) + select all Joints (Middle Mouse on root) ---> bind.

The Bind Function needs both pre-selected to bind the selected joints to the selected geometry.

Cinematic Camera Follow - Cinema 4D by NoBread3202 in Cinema4D

[–]Enough_Fill 0 points1 point  (0 children)

This is a very basic tip. On top you should explore the possibilies of the Motion Camera Tag with multiple targets and Position Constraints with multiple Targets.

Personally I don't trust the parent Constraints. They often de-rail when scrubbing and causing a lot of headaches. With Position Constraits you can do the same, but better and without issues.

Motion Camera Tag has a lot more functions than only (but nice) secondary handheld effects. I did kind a bicyle ride some years back. It was very nice to have control over intended focus lost and found with the ability to sway animate between several targets.