Ah, okay, I understand your setup and why it didn't work for me. I use the eye target differently in that I have the eyes of a character lock onto a point in space not parented to the character's head rather than have the target travel with the head, so when I tested your file, I moved the target outside the head like I normally do, so that was the problem. I prefer to have the target as a point in space not parented to the head since then the character's eyes follow that point in space when they make subtle movements without me having to manually adjust for that. Is there a solution to "lock" the rotation relative to the head rather than to the world but still get the sided-to-side and up-and-down rotations? The solution I came up with seems to work okay, but I feel like there must be an easier way.
Posts made by Tanim8r
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RE: Aim eyes without them revolving?posted in Question & Answers
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RE: Aim eyes without them revolving?posted in Question & Answers
I think you put me onto the right track with your mention of UpVectors: I used an Animation/Target tag to point the eyes at a target, then put an Empty Polygon object parented to the character's head directly above each eye and told the Target tag that each of the Empty Polygons would be UpVector object. Seems to be working. Thanks!
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RE: Aim eyes without them revolving?posted in Question & Answers
Hi, thanks for the file. Unfortunately, an UpVector would keep the eyes still vertical when the character tilted their head to side, for instance (as shown in this image). I need the eyes to maintain a "local vertical" to the character's head, while moving side to side and up and down at a target.

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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
I think a combo of thickness, turning down the "With Pins", and also adjusting the arms did the trick. Thanks!
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Aim eyes without them revolving?posted in Question & Answers
I'm having an issue with Constraint/Aim on a character's eyes, that in the process of aiming, the eyes rotate rather than just go up and down and side-to-side when their head moves around. Is there a way to constrain the eyes so they stay "upright" in the head without revolving around?

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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
Okay, thanks! I'll give these a try.
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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
Actually, here is a DropBox link:
https://www.dropbox.com/scl/fo/8bzhymyhdih35v1raztut/AM1n3Du-l2CIT94hdzN8mso?rlkey=e1tpg0ch6jz52xb5pw9dyzre7&st=kw2cs7wz&dl=0
Just play down the file and you should see the problem.
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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
Not sure this gets it. How can I send a large file to you?
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Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
I'm having a sticky situation where the sleeves of a cloth outfit stick and pull on the skirt. I have a Vertex Map on the dress that keeps the sleeves stiff but the skirt limber, which works well except where the cloth intersects--it pulls on the skirt as seen in this image, but also repels the cloth on the body into the body mesh. I was able to turn off the Collider on the polys of the hands of the figure with the Exclude Polys function in the Collider tag, but is there a similar function I can apply to the sleeves? I'd be okay if the sleeves ignored/went through the skirt, I just don't want them affecting it.

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Light object inside a Subdivision Surface?posted in Question & Answers
I have a long-standing vexing issue I can't seem to solve that I can't seem to separately light an object inside a Subdivision Surface object. Attached is an extreme example, but in these images, the character is composed of a number of meshes in a hierarchy, including for the eyes; on the left there is an extra Dome Light applied only to the character's eyes, and on the right the same character inside an active Subdivision Surface, which maintains the lighting to the character for all the other lights, but the light applied only to the eyes is no longer "seen". Is there a way to "force" C4D to maintain the separate lighting on the eyes?

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Hairs "explode" during animationposted in Question & Answers
I'm having an issue with hair in that hairs on an animated character keep "exploding" for single frames during the animation, I assume when they interact with a collider, which gives the hair flickers of strays. There is a Hair Collider on the character's mesh, and one on his shirt. Here are images of the issue and the the settings. I have Rest Hold on 90%, and the hair on Rigid because I want the beard and mustache to retain their shape and be pretty stiff. Any suggestions?

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RE: Opening/importing/translating pre-C4D r19 files?posted in Question & Answers
Thanks! I think just getting an older version of C4D will go a long way to helping me open these. Hopefully tech support can help me out!
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RE: Opening/importing/translating pre-C4D r19 files?posted in Question & Answers
Unfortunately, the older version I was using was with my old job, so I don't have access to the version or the equipement. I do have a couple of old laptops with older OSs, so if I could get an old copy of C4D I might be able to run it on that. I would have to think that Maxon has copies of the old installers around, and I don't see the harm in them giving a copy to one of their subscribing customers--as it is, I have three versions of C4D on my current machine, what's one more? The files are pretty old--some maybe as old at 2010 or so. I have maybe half a dozen files that I'd really like opened, but there may be more. I will check with tech support and see if they have a suggestion.
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Opening/importing/translating pre-C4D r19 files?posted in Question & Answers
Hi, I have some old pre-C4Dr19 files I would like to open and update. I know they won't open in the r20+ versions of C4D, but does anybody know if there is a service or app that will do this? Even translating them to FBX would be good.
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RE: Redshift render artifacts where meshes intersect?posted in Question & Answers
Okay, thanks! I think I fixed the problem with a comination of importing the fbx file fresh into r2025, and putting the character in a higher-level Subdivision Surface tag.
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RE: Redshift render artifacts where meshes intersect?posted in Question & Answers
Yes, I believe that is the same issue, that the transparent mesh is at too close of an angle. If this is not fixable, it would make Redshift unusable for me, as this is typical of the files I work with. (I am only starting to work with Redshift.) I will check with Tech Support..
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Redshift render artifacts where meshes intersect?posted in Question & Answers
I am getting these black lines at the point where a mesh with an alpha channel (the edge of the polygon hair object) intersects with the mesh of the character's face. I tried increasing the ray depth on a number of factors, but nothing seems to help. Any ideas?

This is the mesh without the alpha channel:
