CINEVERSITY

Group Details Private

Global Moderators

Forum wide moderators

  • [Help] Demystifying Post-Production: MoGraph Mondays Part 1

    View Tutorial
    Tag: Cinema 4D | null

    Thank you for taking the time to report your issue with this Cineversity tutorial.
    We apologize that you encountered an obstacle with the material. We’ve created this template to help you clarify the issue you are having so we can assist you more quickly.

    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?
    What steps are you taking that seem to cause the problem?
    What version of the software are you using?
    Any and all info is helpful. Thank you.

    If the question is not directly related to the tutorial, please refer to the Q&A forum

    posted in Tutorial Discussions
  • RE: Car Rig: Front Wheel move strange, wrong axis

    Thank you, Erwin,

    I'm just careful with models and sharing.

    If you like to work this way, ensure your models are named accordingly. Your Right Wheel and Right Brake are on the left, and the Left Wheel and Left Brake are on the right. Based on this, the wrong joints were used for the objects, and the constraint couldn't provide the expected results.

    Swap the Constrain Tags from the Wheels and Brakes, (just drag them to the correct object. (Preferably while the steering wheel is straight)

    (Ensure there are no Weight Tags/Skin Objects in the scene – if things look weird.)

    Enjoy

    posted in Question & Answers
  • RE: Car Rig: Front Wheel move strange, wrong axis

    Hi Erwin,

    Thanks for the file and for using Google.

    The Rig you shared had on the Geometry Constraints. I have no idea why they are there or where they come from. It feels like two tutorials mixed into one. Either way, they cause the problem. The wheels work fine if they are deleted and the Rig is set up newly. (I had to weigh the parts manually after the Bind process). There is a list option in the Bind Tab. There, the polygons in question should go it.

    Screenshot 2024-12-20 at 11.44.24 AM.jpg

    I do not re-share the file because it is a commercial model.

    Happy Holidays

    posted in Question & Answers
  • RE: Wrapping spline around object

    Thanks for the feedback, AlexC.,

    You're very welcome.

    Happy Holidays!

    posted in Question & Answers
  • RE: Add nested port in C4D 2025.1

    Thank you very much for understanding, Jakob.

    I'm very open to Nodes (I learned about the compositing app "Shake" over 20 years ago and have understood the power of Nodes since then, e.g., in Fusion, Nuke, but also Redshift 3D, Xpresso, etc.).
    I look forward to having them more present in the variety of options to create.

    May I ask one question about learning Nodes, if you don't mind? Do you first explore the formats (Real, Integer, etc) that can go through the wires or the Nodes themselves and then explore how they connect?

    Yes, the zero as ID is a good hint. Back when computer capacity was low, the first binary (zero) was nothing to throw away; it never changed -even today, it is in use.

    Have a great Holiday Season.

    posted in Question & Answers
  • RE: Animate a single point on a spline with a null

    Hi Gabe Gonzales,

    The User Data option is for convenience. Otherwise, you must open the XPresso Editor before your animation setup session and search for the right node. Doing that in a project after a month is not fun, and things get complex occasionally. The idea is always to work towards a setup that is not in the way of animating the scene. When one is in the flow, things must be simple to handle and able to focus on what is important, and that is never to search for a parameter somewhere.

    Those User Data Entryries can be done all on one Object (or several), allowing for the creation of a mixer panel. From there, creating a HUD (Head Up Display) Copy in the editor window is also easier. Which can show up when the Object is active or permanent. Like in a car where no one would put the head-light switch into the trunk 😉

    The Spline node is limited in this regard. If you like to have more, you can do it via Math. Example:
    CV4_2025_drs_24_XPsp_01.c4d

    Or just use a Helix and set the Height to zero, then increase the End Angle and perhaps the Interpolation. It looks like a circle, but it is so much more.

    Cheers

    posted in Question & Answers
  • RE: Hard edges on rounded caps

    Hi RH,

    Thanks for your reply, not a problem with the access, but when I like to work on something, that blocks it. 🙂

    The problem part is not the caps; it is the flat/straight part; here, you need to increase the segments/subdivisions so the influence is different.
    The calculation is difficult if there is no subdivision, so the Phong shading is typically "Broken." You can Unbreak this edge. (It must be a Polygon Object by then.)
    Main Menu> Mesh> Normals> Unbreak Phong Shading

    Let's try a different route, for simplicity:
    Create whatever you need and place it into a Remesh, then perhaps in Subdivision Surface.
    CV4_2025_drs_24_TXps_11.c4d

    Is that a way to go for you?

    All the best

    posted in Question & Answers
  • RE: Wrapping spline around object

    Hi AlexC.,

    Thanks for the files.

    Take a new Cylinder, make it small, then move it up and tilt it so it nearly touches the bigger tube, so the smaller one has more segments.
    To avoid the part between the two tubes, as shown in the example shared, you must place a support object between them. (…_11.c4d)
    Screenshot 2024-12-18 at 9.43.49 PM.jpg

    The other option is to select the edges and connect the top and lower parts of the selections (file …_01.c4d). The tools needed for that are all in the Spline Menu. Setting the first point, connecting Splines. More of these Spline profiles must be created if the tube is bent.
    Screenshot 2024-12-18 at 9.59.22 PM.jpg

    Here are both files:
    https://projectfiles.maxon.net/Cineversity_Forum_Support/2024_PROJECTS_DRS/20241218_CV4_2025_drs_24_MOrs_01-11c4d.zip

    Cheers

    posted in Question & Answers
  • RE: Add nested port in C4D 2025.1

    Hi Jakob,

    I double-checked this, e.g., asking Noseman directly as well. Right Mouse Click on the left-sided area, and then you get a long list with the Add Input containing four object entries.
    As you can see, they are split into single and plural terms.

    I will start supporting these Nodes when we have an official and long tutorial series here on Cineversity. As you can see, things change. Years ago, I bought a triple tutorial series pack, only to see after going through it that all I had learned was partially different in no time. That was when I stopped even considering investing more time into it.

    However, when we get enough material here, we can say that stability has been reached. Until then, I invest my time into things with a better ROI. Thanks for understanding.

    I have rotated the image, as we get 500-pixel tall images as a limit in the forum, but wide is not that limited.
    Screenshot 2024-12-18 at 7.32.09 PM.jpg

    But the best source is as before the Ask The Trainer Show, Last one for this year Dec 19th on Youtube
    https://www.youtube.com/watch?v=VbkNfiLR1eA
    Questions can be submitted at any time, and as far a time allows, will be discussed during the show.
    https://www.maxon.net/en/thanks-for-joining-our-livestream?utm_source=livestream&utm_medium=livestream&utm_campaign=askthetrainer

    Enjoy

    posted in Question & Answers
  • RE: Hard edges on rounded caps

    Hi RH,

    The simple answer is that Polygons are based on Points, and to create those edges, they are calculated between points. These Edges are straight, no exception. This means the polygons are made of straight lines that build a frame.
    Each Polygon has a Normal, which indicates a direction, which is often not true, as Polygons with more than three edges can be non-planar.
    However, everyone knows that angle in and angle out for reflections are primarily based on these normals but also on the point's normals. See image. (Normals are these little lines in the image.)

    Screenshot 2024-12-18 at 11.57.08 AM.jpg

    Among all these norms is a softness calculated that a round object would have. While there is an option to break that calculation, the transition from a flat to a "round" impression is also based on that calculation. If the flat part has only one long Polygon before the "round" part starts, the softening "bleeds" into the flat part. The solution here is more segments (polygons) for the flat part and handles for critical objects, perhaps individually. Typically, the Phong option "Style" setting can help here.

    Manual work is sometimes needed for precision or a smooth transition from a flat to a "rounded" surface.

    If you create such an object in metal, the machine will give you that "edge", but if one hand grains sand and polishes the object, the transition will move into the flat part.

    Please start the Redshift Renderview and move the time slide, as I have animated the Phong parameter. Compare with Subsurface Division on or off.
    CV4_2025_drs_24_TXps_01.c4d

    For any other question in the future, please consider that a project file tells me more than images, and please avoid the "request access" option. Thank you.

    Cheers

    posted in Question & Answers