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 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.

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 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).

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 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).

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 Morph Mill - v2.4 Update
 By PropShop Admin on Sunday 08 July 2012 - 10:47:46

The Morph Mill plugin has been updated to v2.4 and is now available in the downloads section.

Morph Mill is a set of plugins designed to assist in the creation and/or editing of Morph Meshes in MAXON's Cinema 4D. See the Morph Mill Product Page for details.

v2.4
New features, a few bug fixes and some significant optimizations...
  • Remap Point Order:
    • Optimized speed by several orders of magnitude! This command was basically gutted and re-written from the ground up with some new algorithms that provide a vastly faster - and more successful - functionality. Where this command used to take minutes (or even tens of minutes) and often failed, it now does it's job in fractions (hundreths) of a second and has a much higher chance of success.
    • In addition to the changes above, the command also tries to correlate polygons within "like-named polygon selection tags" (including Material selections, Group selections, etc) to help avoid "false-hit matches" where polygons can be extremely close ('cornea' polygons over 'eye-white' polygons, for example).
    • Vertices (Points) are now transformed into World Space before comparisons are done.
  • MeshMap:
    • Fixed a memory-leak.
    • Fixed a few other potential memory-leaks (would only happen in failure conditions).
  • Split By Group:
    • Fixed a crash bug that could happen if one of the groups being split was effectively the entire mesh (or within a few polygons).
    • Added "Split by Region" command.
    • Added "Split by Material" command.
    • Added "Split by Connected Polys" command.
    • ...the above new commands also preserve vertex-ordering, but that's probably only needed for the Split by Group (related to creating morphs).
...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).

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 PolyMass - Mac build now included
 By PropShop Admin on Saturday 30 June 2012 - 16:17:13

Darter (David Wickenden) has provided a Mac build of the plugin which is now included (along with his XCode project file) in the archive.

I have updated the download link, but there's nothing new there for PC users and the version was not updated.

Cheers.

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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)
Riptide Pro - v2.5 Update PropShop Admin @ (20 Jun : 11:40) (Cinema 4D Plugins)
Morph Mill Price Reduction PropShop Admin @ (21 Oct : 12:29) (Cinema 4D Plugins)
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