Mac version of the fix can be downloaded by clicking here. PC version will come shortly and I will post it on this thread.
PC version is now included in the download here.
I hope this fixes the problem. Big thanks to Wilfried Behne of Maxon and Franz at plugincafe for the help tracking this bug down.
I have rewritten my Light Lister plugin for C4D in python. It can be downloaded here:
Light Lister V1.0.1
It is for C4D V12. It will not work with older versions. Because it is python it should be PC and Mac compatible.
One additional treat…
I have left the source code un-encoded in the file on purpose. At the moment there are so few resources available for learning to program C4D plugins in python that I thought interested parties may learn a few things from the code. Please act responsibly with the source code.
Cross Platform Download For C4D V12
Not sure what Render Elements does? Check out the new vimeo group, which has a couple demo videos!
It took a lot of time to get this updated or V12. A lot of things have changed in the C4D SDK. I have tried to test all functions, but I can’t guarantee it’s bug free. Please let me know if you find a bug. And, as always, please remember that this software is beta. Use at your own risk!
Summary of new changes/bug fixes:
– Code updated for V12.
– Mental Ray Camera Tags now supported. Mental Ray render settings supported.
– Full support for Sketch Style and Sketch Render tags
– Some internal changes with the way VRay tags are dealt with. Unfortunately, this means old scenes with Vray tags will have errors in them.
– Ability to choose what data is stored/recalled in render elements (under the options menu). This is a project-wide setting, not per element. These preferences can also be saved as default.
– “Delete All” menu selection now works properly and will not cause crashes or invalidate the render element list.
– “Delete All” menu selection will also give the option of deleting RE bitmap preview folders.
– Render elements can now be recorded for an untitled document. Previously, this was not allowed.
– Updated Help pdf.
This tutorial shows a technique for doing procedural text animation in Houdini, which I covered in my Motion Graphics class at SideFX software in October. Thanks to Peter Claes who provided guidance on the letter attribute problem.
This is a fairly in-depth intermediate level tutorial that describes how to create a “Chuck Close” effect in Houdini. This file was covered in my Motion Graphics class at SideFX software in October 2010.
So, FBX in Cinema 4D is screwed – and has been screwed for a long time. It gets in position and rotation data correctly, but it never gets in camera data correctly (nor exports it correctly, either, for that matter).
What I have done in the past to get cameras from maya into cinema has been to link the transforms of the camera to a null and then link the focal length of the camera to the Y position of another null. I bake them both out, transfer to Cinema via FBX and then use Xpresso to link up the correct values to a new cam. All well and good, but I thought since I had a little down time on my current job – and we’ve been dealing with this problem for months now – it might make a nice little script to ease the workflow a bit. So this script does the linking and baking part in Maya. You just select the camera, run the script, and it creates two locators – one with all the camera transform information baked in, and the other with the y position equaling the focal length of the camera.
Keep in mind this is my first mel script – and I only had a few hours to work on it. So, it is not perfect. There’s no error checking, no gui – just a barebones script that assumes the user knows exactly what he is doing and why he needs the script.
//MayaCameraXForm to C4d by Adam Swaab ©2010
//Warning! There's no error detection in this script! Select one camera (one only!) and run the script. It works based on the project timeline.
int $i = `playbackOptions -q -animationStartTime`;
int $end = `playbackOptions -q -animationEndTime`;
string $select = `ls -sl`;
$ActiveCam = $select;
//Create locators for data
spaceLocator -p 0 0 0 -name "CameraTransforms";
spaceLocator -p 0 0 0 -name "YisFocalLength";
while($i <= $end)
//Restore selection to camera and get Camera Info
select -r $ActiveCam;
float $position = `xform -worldSpace -query -translation $ActiveCam`;
float $rotation = `xform -worldSpace -query -rotation $ActiveCam`;
$xpos = $position;
$ypos = $position;
$zpos = $position;
$xrot = $rotation;
$yrot = $rotation;
$zrot = $rotation;
$camshape = `listRelatives -s $ActiveCam`;
$flength = `getAttr $camshape.focalLength`;
//Set Data for locators
Just a quick test of the delayed load technique presented in Peter Quint’s tutorials for rendering millions of particles.
This render is about 1.5 million particles. Took 50 minutes to render. About 15 minutes to sim and cache to disk. Ran a wedge of the emission seed seven times.