Welcome Guest

Feel free to browse around, but you must be logged in to post in the forums. There is no charge for registering.

 Cinema 4D R20 - Plugins need to be updated...
 By PropShop Admin on Wednesday 05 September 2018 - 23:21:34


Hi Folks,

As many have noticed, Cinema 4D R20 has been (or being) released as I type this.  This C4D update no longer supports plugins compiled for earlier versions of Cinema 4D [similar to when R12 was first released].

This update does not only require a (relatively simple) re-compile - it requires substantial changes to the code to work with a newer R20 SDK (software development kit).

Unfortunately, while those changes are underway, they are not completed on any of my plugins at this time.

As mentioned, the changes/work to be done is fairly substantial, so I do not currently have any estimates or announcements for when they will be completed.  This set of changes might also affect my pricing (and/or update pricing) strategy - which has been unchanged for the past 10 years or so - but I haven't made any decisions on that yet.

I will post more information as I have it - thanks in advance for our patience.


- Keith

 printer friendly   create pdf of this news item
 
 KyamaSlide updated for R20 (PC only)
 By PropShop Admin on Friday 07 September 2018 - 16:01:22


As mentioned in the top post, all of my plugins need to be updated/ported to Cinema 4D R20.  Due to the relative simplicity of KyamaSlide (which is mostly kept in a single source-code file), I used it as a test-bed for the porting process...

Most of my other plugins use a set of libraries that I've developed over the years, so they are next on the list to get ported - before I can really even do anything with the rest of the plugins, so thanks again in advance for your patience.

Back the the point of this post - there's now a R20 compatible (for the PC, at least) version of the KyamaSlide plugin now available in the "Additional Cinema 4D plugins (free)" downloads section.

Cheers,

Keith

 printer friendly   create pdf of this news item
 
 Riptide Pro - v2.6.1 Bug Fix Clarification
 By PropShop Admin on Monday 05 February 2018 - 23:20:54

I just wanted to clarify/expand a bit more on the "bug fix" mentioned in the v2.6.1 release notes below...

Since v2.6 was released, I have had occasional reports - pretty much exclusively from Mac users - of the plugin crashing when loading a .obj file.  They were able to revert back to using the v2.5 plugin as a work-around. I have had some trouble tracking it down (issues with my Mac) and could not reproduce it - nor have I had any reports of it on the PC... until about a week ago, when a user reported a similar problem on the PC, with R16...

While investigating that, I also couldn't reproduce the problem, until I tried it with R16 - sure enough, the plugin crashed on some particular .obj files, but not others.  Note that those problem .obj files all imported fine on the PC with R14, R15, R17, R18 and R19 using the same plugin build, adding to the confusion.

At any rate, while adding the new "unique material names" feature that is also included in the v2.6.1 build (see below), I suddenly ran into the crash bug with R14, so I was able to do a debug build and figure out where it was happening...

Basically, whether or not you experienced the bug/crash had to do with what amounted to an uninitialized variable (more specifically, a sometimes initialized variable, and/or sometimes poorly initialized varible), having also to do with whether the .obj file contained nGons (>4 sided polygons) or not.

Anyway, the point of this post is that this bug has been fixed(!) and will hopefully now allow Mac users and/or PC R16 users (and really ALL users) to successfully use the plugin, as intended - ALL R14 or later users should download the update (the Mac build included in the archive is actually a R12 or later build).

Cheers.

 printer friendly   create pdf of this news item
 
 Riptide Pro - v2.6.1 Update
 By PropShop Admin on Monday 05 February 2018 - 16:49:44

The Riptide Pro plugin has been updated to v2.6.1 and is now available in the downloads section.

Riptide Pro is the premier Wavefront .obj (as well as .mdd file) Import/Export plugin for Cinema 4D with many advanced options and user-defined Presets.  See the Riptide Pro Product Page for details.

v2.6.1

A bug fix, a feature...
  • Fix:
    • Fixed a bug (likely introduced in v2.6) in the import vertex buffer size(s) - this bug may have been hidden on some platforms/C4D versions and/or with some .obj files (files with >4 sided nGons), but might have been very prominent with the Mac build (and/or files with only triangles and quads), for example.
  • New Feature:
    • A customer brought to my attention a 3d-mapping program called "Altizure". Pretty neat program, but it's output (Levels Of Detail (LOD) made up of many, many .obj/.mtl/.jpg files) have a particular problem - ALL of the output files reference the SAME material name ("obj_0"). The lowest level of detail (LOD0) is just a single set of .obj/.mtl/.jpg files - no problem there. The next level up (LOD1) has 4 sets of those files, so 4 separate materials, using 4 separate textures, but ALL named "obj_0". The highest level of detail (LOD5) has 32x32 (~1024) sets of those files that make up the scene, so you end up with ~1024 materials, using as many different textures, but ALL named "obj_0". The default import options would create a single material and keep replacing the texture in that material with each file imported, so that only the final mesh loaded would have the correct texture...

      Riptide Pro does already provide an option to force new materials to be created ("Always Create New Materials" on the Materials tab), so everything loads fine, but you would still end up with a scene full of same-named materials (which might still be fine, but would definitely screw up any attempt at re-exporting...). This situation would be a nightmare to resolve by hand, so we (finally) get to the new feature...

      When "Always Create New Materials" is enabled, Riptide Pro will now generate unique material names in the scene, along with fixing up all the Texture and related Selection tags on the meshes - yay.

...this is (as usual) a free update for all licensed users and a 30-day free trial is available for everyone else (just enter DEMO as a license key).

 printer friendly   create pdf of this news item
 
 Riptide Pro - v2.6 Update
 By PropShop Admin on Monday 26 September 2016 - 16:55:06

The Riptide Pro plugin has been updated to v2.6 and is now available in the downloads section.

Riptide Pro is the premier Wavefront .obj (as well as .mdd file) Import/Export plugin for Cinema 4D with many advanced options and user-defined Presets.  See the Riptide Pro Product Page for details.

v2.6

A few new features, additional optimizations and bug-fixes, etc...
  • MDD (point-cache animation) file changes:
    • New Feature: "MDD Group Loader" tag added. This new tag allows you to set up - or modify - MDD animation on groups of mesh objects from a central location (it operates on any direct mesh object children of the parent object (typically a Null object) that the tag is attached to). See the MDD Group Loader section for details.
    • All MDD IO features now have SwapYZ, FlipX, FlipZ options.
    • .mdd Import/Export point scaling is now limited to up/down by factor of 1x -> 1000x ...
    • .mdd Deformer is now also limited to up/down by factor of 1x -> 1000x, but it currently uses a single floating point value (0.001 -> 1000.0). See the MDD Deformer section for details.
    • Fixed .mdd Import to not 'relocate' the mesh points to the world zero location.
    • Fixed a bug with exporting .mdd files, where source object 'scaling' was not accounted for correctly.
    • Fixed a reported bug of the MDD Deformer sometimes corrupting the .mdd file - I never saw this issue myself, but the fix I put in place was verified to sucessfully stop/fix the problem.
  • General changes:
    • New Feature: New .Obj Animation Sequence Import - works like .mdd import, but with a series of .obj files
    • New Feature: .obj Import (only) now supports "Smoothing Groups" - if smoothing groups are present in the file, the plugin converts them to the appropriate phong edge breaks (assuming that the "Phong Tag" option is enabled). [NOTE: The process of Exporting smoothing groups to .obj files - based on (potentially non-polygon-contiguous) phong edge breaks - is a more complex problem to solve and has not (yet) been implemented]
    • Improved 'status' messages during Import - far more informative during long imports
    • Now parses "bump strength" values in .mtl files (import only, currently)
    • Enlarged the Import line buffer size to accommodate very large nGons (nGons with large numbers of verts).
    • Added code to correctly handle incorrect Daz Studio .mtl file info (map_D vs map_d)
    • Added code to correctly handle other potential case-sensitive .mtl file errors (Daz Studio is notorious for not following the specification)
    • Changed Diffuse (Color) channel to always be enabled if not disabled on Import options (will use default color if none loaded).
    • Added code to (currently always) export Splines as .obj file 'line' records.
    • All mesh-splitting options (including not splitting) now preserve vertex-ordering (previously only the "Don't Split" and "Split by Group" options preserved vertex-ordering).
    • All mesh-splitting options now cull out any unused vertices - this can also fix a problem when importing splines, where the spline points are being duplicated in the mesh (when not splitting).
    • Unused vertices are added to scene as separate point-only mesh object (given that the appropriate options are set on the Mesh Splitting tab)
  • Optimizations:
    • Optimized .obj Import speed in general - but particularly when there are large numbers of nGons (from 2->60 times faster)
    • ...also 'actually' optimized for large numbers of groups (left out in last update?)
  • Bug Fixes:
    • Fixed a bug with importing group (or material or region) names longer than 255 characters.
    • Fixed a bug with exporting .obj files, where source object 'scaling' was not accounted for correctly
    • Fixed a bug with exporting .mdd files, where source object 'scaling' was not accounted for correctly (as listed above in the MDD section).
    • Fixed .mdd Import to not 'relocate' the mesh points to the world zero location (as listed above in the MDD section).
    • Fixed a reported bug of the MDD Deformer sometimes corrupting the .mdd file - I never saw this issue myself, but the fix I put in place was verified to sucessfully stop/fix the problem (as listed above in the MDD section).
...this is (as usual) a free update for all licensed users and a 30-day free trial is available for everyone else (just enter DEMO as a license key).

 printer friendly   create pdf of this news item
 
Go to page       >>  
Older News
Morph Mill - v2.4 Update PropShop Admin @ (08 Jul : 10:47) (Cinema 4D Plugins)
PolyMass - Mac build now included PropShop Admin @ (30 Jun : 16:17) (Cinema 4D Plugins)
PolyMass v1.2 update PropShop Admin @ (27 Jun : 02:52) (Cinema 4D Plugins)
PolyMass v1.1 update PropShop Admin @ (26 Jun : 17:06) (Cinema 4D Plugins)
PolyMass v1.0 - new Cinema 4D plugin PropShop Admin @ (26 Jun : 01:21) (Cinema 4D Plugins)
News Categories