Btw, C4D support confirmed it as bug.
Posts made by reading-card
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RE: Cloth glitch on procedural meshposted in Question & Answers
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RE: Cloth glitch on procedural meshposted in Question & Answers
Your example used rectangular shapes. The example I sent don't have rectangular edges. If you like to disprove, please use the same data. I know that the connect function only works in a certain range. Even considering C4D's frame delay difficulties, the mesh I sent is always connected. Add a smooth modifier and it will be always smooth. Any brakes in the mesh would lead to glitches in the smoothing (or just phong). So this is an welding bug that appears when using cloth (or maybe other features). Even Scene Nodes Like "Extrude" do not work correctly. The last reliable function was using "Py-ParametricTools". I guess that was back in 2016.
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RE: Cloth glitch on procedural meshposted in Question & Answers
Thanks for the examples. I've informed the tech support as you suggested. Let's see if they have a solution.
When looking at the point IDs, there are sometimes two IDs overlapping each or IDs appear where there are no points. When baking the mesh with this wrong IDs, it seems all welded fine. It looks like a bug that screws up the underlying topology and although it's not visible at the first glance, it confuses the cloth sim. -
RE: Cloth glitch on procedural meshposted in Question & Answers
Thank you for your suggestion. I am looking for a none destructive, procedural solution as the face and the loft will change in future. In the original scene, the actual Moves by Maxon face mesh is used and will be replaced with further face captures. I just baked it to simply the scene. Also, the design of the loft extrusion needs to remain procedural during the creative process to test the behavior of different loft shapes along with the cloth simulating. Thus, the procedural welding is crucial.
I have tested the welding intensively by adding a Smooth Deformer and Subdivision Surface to the procedurally welded mesh. If points would not be welded or wrongly welded, it would cause already visible glitches, holes or or hard edges. So it seems the problem is somewhere else...
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RE: Cloth glitch on procedural meshposted in Question & Answers
Thank you for the prompt reply.
Had a look at your scenes and both bypasses the essential part: procedurally connecting two (deformed/animated) meshes at their edge points who fit seamless together and add additional effects to it like cloth simulations. This approach preserve a valuable flexibility during the creation process and I am wondering if C4D is capable of that. While the points/UVs remain consistent, it seems the "Mesh-Chaos" is caused by hidden inconsistent mesh interpretations. Would be incredible useful to find a solution for that. -
RE: Cloth glitch on procedural meshposted in Question & Answers
sample scene download link: https://www.dropbox.com/scl/fi/n4ek69jut3s95gozt1ro2/Cloth-glitch-on-procedural-mesh-01.zip?rlkey=dadewn8jts9zydrteb4364j3o&dl=0
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Cloth glitch on procedural meshposted in Question & Answers
Hi, I am trying to apply cloth to a procedural mesh. The mesh merges a face mesh from "Moves by Maxon" with a Loft. In order to let the loft's edge points have the same position as the face's edge points for a exact weld, I used a edge cloner or the "edge to spline" plugin. The points are welding correctly (a subdivision object or smoothing creates a smooth even mesh).
When applying a cloth tag, the mesh shows constant glitches. It seems like the mesh topology would constantly change. Maybe the procedural edge points causing a problem, although if it's point ID's would change, the loft and and welding would change too (not only the cloth simulation). I tried many approaches (using morph, scene nodes, etc.) Nothing works. Thanks for any suggestions!
I am also trying to attach a sample scene but the website states an error.
[Cloth glitch on procedural mesh 01.zip]error -
RE: Selecting all horizonal edgesposted in Question & Answers
Thank you for your prompt reply!
The pattern selection tool as well as the cv parametric selection tag would be extremely useful but they are restricted to polygon selections. I am aiming for edge selections, similar to a wireframe that only shows the horizontal rows of a cylindrical mesh. The mesh itself has to stay parametrically as it will deform/alter in several ways but keeps it's topology. Enhances scene example: https://www.dropbox.com/scl/fi/m8dcl0a7wy10t54urc15g/ring-loop-selections.c4d?rlkey=5gpk4puim2o7rbnp7f1ouy254&dl=0
Thinking of creating a straight cylinder with the same poly count as the loft nurbs. Then create a cloner with spline circles one for each polygon row. Make it edible and glue it to the cylinder with the surface modifier and attach the cylinder on the loft nurbs with a morph tag. A huge workaround and probably one part might not work or something has to become edible and the procedural creation workflow got lost... -
Selecting all horizonal edgesposted in Question & Answers
Is there a way to select all vertical or horizontal edges of a mesh automatically? Similar to this plugin: https://www.youtube.com/watch?v=TnlXdttN8sE to to which newer C4D version are not compatible anymore.
Here is an example scene which is using ring/loop selection tools on a low poly mesh. But for higher resolution meshes, those tools seems insufficient, unless I missed a feature: https://www.dropbox.com/scl/fi/m8dcl0a7wy10t54urc15g/ring-loop-selections.c4d?rlkey=5gpk4puim2o7rbnp7f1ouy254&dl=0
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RE: Using Joint Align Tool on keyframe bonesposted in Question & Answers
Thank you, sounds like a great solution!
However, it's not working with the mocap data I got. It might be related to the rather unconventional nature of the skeleton's hierarchy, joint naming, etc. (three hips) Here is the scene: https://www.dropbox.com/scl/fi/580eaqft1mxn97e2m8ddn/joint-alignment-issue.c4d?rlkey=jd4d1xk41j5y0rasrv0kbpig8&dl=0 -
Using Joint Align Tool on keyframe bonesposted in Question & Answers
I got mocap data in which the bone joint axis is not aligned correctly to the bone direction. I understand that the Joint Align Tool helps to align the x, z or y axis to the bone direction. It works fine with none-keyframed bones. However, when I apply it on bones with rotation keyframes, it corrupts the original bones rotation. Any ideas?
Scene: https://www.dropbox.com/scl/fi/x8hemsvjpn1y7577kearh/Joint-axis-align.c4d?rlkey=m3fthr4l1n18ye5st2mcf651o&dl=0
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RE: Retarget - floor offsetposted in Question & Answers
I wish it could be simpler, but it doesn't work. Eg. using motion clips from different Mixamo skeleton proportions is causing problems. That's why I've retarget them. But the retargeting itself seems not working accurate either. Please find a very simple example here: https://www.dropbox.com/scl/fi/fekm9inecm7dszrnnquds/retarget-offset-problem-2.c4d?dl=0&rlkey=dqkgzhjz4qya5wrt2cawi45j3
There are a lot of foot offsets and sliding, especially when knees are bending. I am wondering whether I did something wrong or this is the expected retargeting tag result. From my impression, this glitches cannot be fixed by just moving a pivot vertically. It basically would need additional cleanup by hand, frame by frame.. -
RE: Retarget - floor offsetposted in Question & Answers
The floor offset happens to the retargeted character, not to the original motion clip sequence.
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"Bake" Vertex Map?posted in Question & Answers
I'm creating vertex maps with the use of Fields on an animated/deformed object. I want to prevent the vertex map from changing and remain as it appears at the frame it was created. In the past, I just unticked "Enable" or "Use Fields" and the vertex map turned into a regular static vertex map. With the recent C4D updates, the vertex map disappears (complete red) when unticking "Enable" or "Use Fields". I've tried to use "Freeze" instead, but this only works in render preview, when rendering to disk, the vertex map is messed up (it looks like is used deformed points in the preview and undeformed points for regular render

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Retarget - floor offsetposted in Question & Answers
When using the retarget function on two Mixamo skeletons with different height, the retargeted skeleton has a floor offset. Example scene: https://www.dropbox.com/s/z1q106w7aio659q/retarget%20problem%201.c4d?dl=0
The Motion Source Character of the Character Solver has a motion clip applied as I need to sequence multiple motion clips and added a T-pose reference at the beginning. Not sure if this is causing the issue...
Edit: I've also tried to use the old Retarget Tag. When using this Tag, the Hip position/rotation of the two characters becomes identical. Which also causes floor offsets as the legs of one character are longer.
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Node Systemās compatibility Hair, Cloth, Fields, Vertex Maps, Selection tags, etc..posted in Tutorial Suggestions
Iām trying to figure out whether the node system can be used in conjunction with other C4D feature such as Hair, Cloth, Fields, Vertex Maps, Selection Tags, etc.
For example, creating a procedural skirt on a rigged character. I would start with a loop selection around the hip, import the character in a Object Group Node and extrude it along the selection and add some smoothing to the extrusion. Theoretically, I would also like to control the amount of extrusion by a field or vertex map in order to extrude the back part of the skirt longer than the front. In the object manager, I would add a Cloth and Belt Tag to the Object Group. Then I would belt the Object Group to the original Rig, which would require to select all points of the object group. It would also require a vertex map that uses the original object as field to control the āinfluenceā of the Belt in the Belt Tag. So the influence would be 100% on the character area and gradually decreases along the extrusion (skirt). This would result the cloth skirt bending down. I also would like to add hair to the head and create Vertex Maps that can be used in Materials (no RS).
However, I canāt figure out how to use the necessary Selection Tags, Vertex Maps, Fields, across the Node and Object Manager. The example described above is rather illustrative. But as it normally would require certain baking steps, I am wondering if it can be achieved procedurally by using the new Node System. The tutorials I found so far donāt really show how it is used in combination with other program features. So Iām not sure if the Nodes System is like a Black Box or if it can be integrated seamless into a project workflow that involves other program functions. It would be great to learn more about this.
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RE: MoExtrude along Hair Splinesposted in Question & Answers
Thank you! Yes, generating a hair instance or square is the common approach. But I was trying to connect the roots of the hair mesh with the object mesh. It partly works with the "test connect" example in my file, but the connection object messes up other parts of the mesh. Is there a way to restrict the "connect" to edge or point selection to affect only those points which need to be connected? I've seen a "connect" object node, but could not manage to assign a selection to it. Haven't even figured out how to import a selection tag into the node editor...
I understand the rig workaround, but need to stay procedurally.
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RE: MoExtrude along Hair Splinesposted in Question & Answers
Thank you for your prompt reply. the c4d file link prompts an error: "/topic/369/moextrude-along-hair-splines/error Not Found - You seem to have stumbled upon a page that does not exist. Return to the home page".
Did you find a way to connect the root mesh points of the Hair Cylinder to the model? I am looking for a way to have both in one mesh and then add Subsurface to have a smooth transition between the mesh and the hair roots. So that the hair look like spikes extruding from the mesh. Thank you! -
MoExtrude along Hair Splinesposted in Question & Answers
Iām trying to extrude polygon selections of a mesh along hair splines, following an example in the C4D help: Extrude Deformer/ Object Properties/ Sweep Spline). However, I canāt make it work. Also tried another method using the connect object to connect the hair mesh with the target mesh. It works only partly because of the different distances between the connecting points. Here is a scene with the two approaches:
https://www.dropbox.com/s/dhsfxg8uz6dre7p/hair%20mesh%20connect%2Cextrude%201.c4d?dl=0
It would be fantastic if there is a workaround or a way to use the Extrude Deformer for this purpose. Many thanks for any hint!