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  • RE: Aim eyes without them revolving?

    Hi Tanim8r,

    Yes, the easiest way for the Animator is the key. The typical production rig is set up so that the animator is not focused on the rig setup tech. Meaning, as little as possible, but as much as needed, and as easy as possible to use.
    If you need both options, then below is the next step. It has, as mentioned earlier, a Mix slider included. With that, both targets can be in the scene, and even smoothly blended between the two.

    CV4_2026_drs_25_ANet_11.c4d

    Screenshot 2025-11-01 at 11.19.58 AM.jpg

    The next step would be another option to reset the Head-based target to the Object Target (which needs to be in the limits of the Eye movement, of course. In short, it is like the IK to FK sync option in most advanced rigs.
    Anyway, that adds another step, and perhaps dragging the Head target toward the Object Target will result in similar effort, but will work more naturally (IMHO). Anyway, a rig is based on the Artist's needs and not how much a Technical Director can add to it.

    How much can be edited can be explored with the Character Objects. Especially when you make them editable, to see how they should be used or set up for production. Enjoy the exploration.

    Have a great weekend.

    posted in Question & Answers
  • RE: Texturing ropes of different lenghts: How to avoid stretching when sweeping splines?

    P.S.: If you need more details, here is a mini model to be used as an object-particle in the RS Render tag.

    CV4_2026_drs_25_RSvt_11.c4d

    Screenshot 2025-10-31 at 8.25.33 PM.jpg

    posted in Question & Answers
  • RE: Voronoi Fracture

    You're very welcome, Dave!

    Thank you so much for taking the time and share this nice feedback.
    A great gift.

    I'm glad your project was well received! 🙂

    Enjoy your well-deserved weekend.

    posted in Question & Answers
  • RE: Texturing ropes of different lenghts: How to avoid stretching when sweeping splines?

    Hi glass-force,

    Thank you so much for the file and the preview of your work. Which surely avoided some dead-end suggestions, without that information.

    You were already heading in the right direction.

    The MoSpline allows resetting the Vertex Points of a Spline, like every 2cm.
    This can be used directly or provided to a "Destination Spline".

    That Spline can be used in the Matrix Scatter or RS Render Tag.
    While the Spline produces vertices, the Matrix needs to create "matrix-points" on the Vertex.

    This allows rendering a single element (very similar to MoGraph instances) very quickly, even with a relatively large number of such elements.

    I used a capsule here, as the rounded ends allow a specific bend of the Spline without showing up as a single element. Depending on your eventual "CU" (close-up), this needs more or less attention, i.e., size-wise (See yellow markings in the image).

    CV4_2026_drs_25_RSvt_01.c4d

    Screenshot 2025-10-31 at 1.43.20 PM.jpg

    Edit: Please note that the "Close Spline" of the top in the list Spline will decide for all, hence the "Flower" sets that for the Line, and doubles the "clones/particles".

    I hope that helps, as the UV Texel system should take care of scale consistency, but it does not for the procedural UV maps it produces. A reason for that is surely that Splines can be animated and have a changing number of segments in a resulting Sweep, for example. For a single SplineSweep that could be solved with XPresso, but I'm not sure if that is a workable way for multiple-segment Splines with varying lengths.

    Let me know if there are any questions.

    Enjoy your project

    posted in Question & Answers
  • RE: drive fur color with a texture

    Hi Bart,

    Fur, as far as I'm aware, isn't in the data Cinema 4D provides to Redshift. Here, the Hair option needs to be used instead.
    I would suggest limiting the Segments of the "Guides" and "Hair", and setting Hair> Dynamics > Rigid after the Initial state is "recorded".

    Since Hair works, it should be possible to get Fur working, but it needs more input. Please use the "Share Your Ideas" so that the need for that is more clearly seen. Thank you very much.

    https://www.maxon.net/en/support-center

    Example, (I'm sure you know how to set this up, as you wrote, but since I am writing in a forum)
    CV4_2026_drs_25_RSfr_01.c4d
    I used Noise here to keep the file small.
    Screenshot 2025-10-31 at 9.42.08 AM.jpg

    All the best

    posted in Question & Answers
  • RE: Strange topology once material applied

    Thank you very much, Shawn.

    Have a great weekend

    posted in Question & Answers
  • RE: Voronoi Fracture

    Thank you very much, Dave.

    Thanks for taking the time to reply!
    Yes, please. Never hesitate to ask — I'm happy to share.

    Enjoy!

    posted in Question & Answers
  • RE: Strange topology once material applied

    Hi river-prior,

    Without a file, I have to guess, which is not my favorite way.

    Typically, this is a Phong/Normal problem of the model.

    Which one (or both): This is not clear from the pictures alone.

    It can be also in the model, use the Model check to see if there is something wrong with it.
    https://help.maxon.net/c4d/2026/en-us/Default.htm#html/DMODELING-MESH_CHECK.html

    Files smaller than 1 MB can be attached here as C4D files (no ZIP or RAR). If it is larger, please use only Dropbox, WeTransfer, Google, Adobe, or Apple cloud services. (Security stuff – sorry, also here, upload them not compressed)
    The link, please, just pasted, no HTML wrapper, thank you.

    All the best

    posted in Question & Answers
  • RE: Aim eyes without them revolving?

    Hi Tanim8r,

    The file above is set up to keep the eyes with the head motion. I animated here the Head Null, important here, the"target'Upvector Nulls are in the Head hierarchy. The Face Capture camera shows that they sit pretty stable. Whereby a Face Camera is rarely used in animation for the final images, meaning the audience doesn't see it.
    CV4_2026_drs_25_ANet_02.c4d

    If that is not the majority of cases, then look at the second setup, where the Up-vector stays in the head rig but the Eye Target is stable.
    CV4_2026_drs_25_ANet_03.c4d

    If both are needed equally, a Mix Node in XPresso can be used to switch between two targets. Let me know if that is needed.

    All the best

    posted in Question & Answers
  • RE: Stop parts of cloth item sticking to/repelling itself?

    You're very welcome, Tanim8r.

    Thank you for the feedback.

    Enjoy your project

    posted in Question & Answers