CINEVERSITY

  • [Help] Travis Ragsdale - Fun MoGraph Techniques in Cinema 4D

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    Thank you for taking the time to report your issue with this Cineversity tutorial.
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    What's the specific issue you are having?

    Please include a timestamp (where in the video the problem occurs) if applicable.

    What are the steps to replicate the problem?
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    If the question is not directly related to the tutorial, please refer to the Q&A forum

    posted in Tutorial Discussions
  • RE: How to combine animations / keyframes from the same model that is split into different .fbx files?

    Hi Chris,

    Below is a screen capture demonstrating merging joint-driven (weighted) objects into one. If merged directly, the Joints are missing)
    I'm sure process will look simple after you explore it on the example file.

    Here is a 60-second clip going through it. I think it is a good idea to keep the Joints and objects in the Object manager in the same order if they are not just copies, like Joints 1, 2, 3 (or 3, 2, 1), and the objects as well 1,2,3, or 3,2,1, etc.
    https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2024_Clips_DRS/20240422_MergeJoint-Weight.mp4
    Test file:
    CV4_2024_drs_24_ANmc_11.c4d
    Connected
    CV4_2024_drs_24_ANmc_12.c4d

    =======

    As a side note: (Alternatives)

    An easy way to work on mechanical setups is to have PoseMorph working on them while the parts' axis is the animation's axis. However, that would work for Joints as well. These Pose Morphs, even on different objects, can be connected to the user Data Slider and animated from this "central" mixer created with user Data and XPresso.

    Or:

    Have character definitions bring matching hierarchies into sync.

    Or:
    Joints can also be placed in XPresso Lists and "Iterated" throughout to work in sync.

    If this doesn't work, we look at your file 🙂

    Cheers

    posted in Question & Answers
  • RE: How to combine animations / keyframes from the same model that is split into different .fbx files?

    Hi cyticre,

    Thanks for the effort. However, there is no comparison between having the file available and a screen capture. I did not ask about it, as a licensed model can't be shared. I get that.

    Images or screenshots are problematic because they do not show the needed information. What I saw is pretty much what I have assumed in my reply above, which led to assumptions.

    What I do not know, for example, is how the joints move the parts. Is it via Hierarchy or Weighted/Skin? It looks like weighted, correct? But what is below the object?

    I wrote this to share that you have all the information, but I miss those details, which leads me to guess. This, in return, leads to wasting your time. I try to avoid that.

    You left the groups folded (Object Manager) in the screen capture. It was difficult to tell what to do without knowing how it was set up. There is no comparison to having the project file.

    My suggestion:
    You could pack the three parts that need to be in Sync under a null Object, then create the Animation clip for that Group while the Parent null is selected. This results in a single Animation Clip. Anything that is done to this clip will affect all parts.

    Besides:
    I do not know the hierarchy and parameters of the landing gear of the three, but if they work the same, you could run two of them via XPresso based on the third one.

    There are other ways, but there might also be a limitation based on the setup.

    All the best

    posted in Question & Answers
  • RE: How to combine animations / keyframes from the same model that is split into different .fbx files?

    Hi cyticre,

    Based on the information in your image, the animation was split into Airplane parts, which can be grouped under a Null. That would be the simplest version.
    This allows moving the whole aircraft via the Null Object but keeps the Keyframe for specific functions in the Object Groups.

    What is missing here is an easy way to handle the animations itself. I believe the six parts are "functions units", and they work perhaps in concert but not necessarily in sync.

    If you take that Null setup, then click on each child object, one after the other, and while one is active, use the
    Main Menu> Animate> Add Motion Clip…

    This will create a Motion Clip Tag for each Object. When you create a motion clip a Motion Clip for the Null Object (Parent), deselect the children in the Animation clip interface so you can comfortably have all animation in one Motion Clip Editor. You can just drag the Object into the Editor.
    Now click on one clip and check the options in the attribute manager.
    The Clips themselves can be moved, scaled, time-adjusted, cut, and combined with or without overlap (transition).

    I have recorded a 60-second visual impression clip (not a tutorial) so you can get an idea of it.
    https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2024_Clips_DRS/20240420_QuickImpress_AniClip.mp4

    Example files
    CV4_2024_drs_24_ANmc_00.c4d
    CV4_2024_drs_24_ANmc_01.c4d
    CV4_2024_drs_24_ANmc_02.c4d

    With this technique, you can quickly animate the groups of objects. If the animation was set into a PLA 9Point Level Animation) then use this option to create the clips.

    Animation clips can work also for the complete set up, but I assume the separation was done on purpose.

    More about this
    https://help.maxon.net/c4d/2024/en-us/Default.htm#html/36839.html

    The alternative would be to "Object Manager> Object> Connect Objects + Delete all Objects," but animating the plane would be so much work. Note: I have seen only the names of the parts and nothing else, which means very little information was shared.

    Enjoy

    posted in Question & Answers
  • RE: Cache Pyro No grids Available

    Hi cause-blame,

    I would need to see a file, but let's do it the other way around.
    Here is a file that I have tested and cached (while the c4d does not include the VDBs, that would be way too large).
    CV4_2024_drs_24_RSpy_01.c4d

    Please check if it renders, then cache it and check again.

    The other way would be, and here I feel it would be my suggestion, to contact tech support:
    https://www.maxon.net/en/support-center

    Perhaps we can do both; I will look into your file.

    My best wishes

    posted in Question & Answers
  • RE: C4d Pyro vdb export not going well in Blender cycles

    Hi buddy-guitar,

    I assume it renders fine in Cinema 4D/Redshift 3D. Which indeed shows what channels to use.

    In other words, if you use Cycles, ensure all VDB channels are set correctly.
    Besides, in the forum, some mention what else must be set up correctly.

    https://blenderartists.org/t/i-export-a-pyro-from-c4d-as-vdb-but-the-rendering-time-is-not-displayed-with-the-cycle-only-cycle/1461716
    https://docs.blender.org/manual/en/latest/modeling/volumes/properties.html

    Sorry, I'm not familiar with Blender's Cycle.

    Good luck

    posted in Question & Answers
  • RE: blinking eyelid

    Thank you very much, Craig, have a great weekend as well.

    My best wishes

    posted in Question & Answers
  • RE: blinking eyelid

    Hi Craig,

    You're very welcome.
    Volume means more hairs, or use some of the hair material's settings.

    Here, I have placed a mustache on the Asset Browser's Raccoon, which follows nicely.

    Screenshot 2024-04-19 at 1.20.38 PM.jpg

    Cheers

    posted in Question & Answers
  • RE: Importing Catia surface models

    You're very welcome, south-guidance

    Fingers crossed this will work for you in no time!

    Cheers

    posted in Question & Answers
  • RE: Effector one by one

    Hi Pitchi,

    Please have a look here:
    CV4_2024_drs_24_MGxp_01.c4d

    Is that working for you?

    Please let me know if you have any questions, and I will be happy to look into it.

    Screenshot 2024-04-19 at 10.20.47 AM.jpg

    All the best

    posted in Question & Answers