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C.Smith

CSTools: Free C4D Goodies

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Speaking of which, any word on 10.1 release date? Looking for some much needed NLA in there.

I'm a little anxious for 10.1ish NLA and bug fixes as well, but I wouldn't go back to the 9.6 timeline/fcurves for money.

 

Really great implementation of strokes basilisk. I'm using those user data curves more and more these days. (And I love that Fat Fighters bit from Little Britain) :)

 

-m

 

Edit: and you did truly nail it... that is *very* Virgin.

Edited by the_Monkey

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THIS IS FREAKY COOL

 

Thanks a lot

 

When I get off my lazy ass to put some final touches on them, I'm "releasing" a new 10.1 version with more tools, a better UI and some fixes.

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When I get off my lazy ass to put some final touches on them, I'm "releasing" a new 10.1 version with more tools, a better UI and some fixes.

 

Great news. ;)

9.6 compatible? (please...)

Edited by basilisk

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Great news. ;)

9.6 compatible? (please...)

 

Only the ones already out will be compatible. The new versions and new tools will be 10.1 only. I'll keep including both sets. Really only because I updated my C4D on my laptop and workstation both to 10 and I don't have an older legacy version. Also the UI widgets were broken in 9.6 and that's why some of the sliders are all out of place in the old ones where as in the new ones they are in a usable order with headers for each group.

 

Few tools added:

 

CS_Move: This is like "Behaviors" in Apple's Motion. It's for the times when you just want an object to rotate or move forever without screwing with keys. It has individual rates for XYZHPB. So parent anything to the null to get instant movement in any direction or have things rotate or orbit.

 

CS_WalkCycle (beta): It's only beta because I haven't done the top half yet. It's feet, hips and total body travel on screen (if desired). Use this with Most prerigged characters and it will instantly and realistically walk. Plenty of sliders to change how it walks.

 

CS_SinNull (new and improved!). It's like the old SinNull but now works on all rotations as well as positions. In addition has phase offset sliders. This is for when any two parameters have the same frequency, the phase will offset their relationship. For example if you were animating a fishes head, you would have it move in waves in the X direction as well as having the (Y axis) head rotate. But without the phase shift, the head doesn't lead the movement - it is in sync with it so you can shift the phase until the rotate happens earlier (or later) than the position change to make a slithering motion.

 

The Walk cycle has a bunch of phase sliders as well. Think of them as "Attitude" sliders because when the phase is one way it can make the motion look "confident" as it leads the rest of the motions. When the phase is lagged the character or movement seems "lazy" or "dopy". Or sometimes set right it will make a character seem heavy because it's having trouble swiniging it's hips around.

 

plus a few more things.

 

I'll try to get them up in the next few weeks.

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NOTE: As new tools/updates are added, check the most recent post in this thread to read about the new items.

 

Download here or you can always click the link in my sig.

Edited by C.Smith

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Thanks Chris...I can't wait to play with the new ones.

 

Did you happen to fix/change anything in EasyCam? I've noticed that sometimes it will change all of a sudden if I accidentally press a button when in EasyCam view. I think I hit R accidentally and it changed my whole setup. No biggie, just threw me for a loop. I think I'm not doing something right, especially if I edit the E cam after I set it and unlock it.

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Thanks again Chris, this stuff is incredible. + 1,000,000 instant Karma points.

 

Better rank up on Karma than XP. ;)

 

A2V: The only thing I did with Easycam is pipe 0(zeros) into the position of the _CAM camera. That way when you inevitably move that came by accident rather than an _S cam or _E cam, the _CAM will now fix itself immediately back to zero. Before if you moved the _CAM you would have to manually zero out it's positions to get it back where it neeed to be. I did this by accident all the time so this babysits you if you make that mistake.

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Better rank up on Karma than XP. ;)

 

A2V: The only thing I did with Easycam is pipe 0(zeros) into the position of the _CAM camera. That way when you inevitably move that came by accident rather than an _S cam or _E cam, the _CAM will now fix itself immediately back to zero. Before if you moved the _CAM you would have to manually zero out it's positions to get it back where it neeed to be. I did this by accident all the time so this babysits you if you make that mistake.

 

Cool...maybe this is what I was doing. Thanks for the update.

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I just added a new tool: CS_Flux. Although not the same as a popular plug-in or NIKL, it creates similar stuff. You can download the tools again (my sig) and just drag CS_Flux into your Object library. Have fun, this one is fun to dork with.

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I just added a new tool: CS_Flux. Although not the same as a popular plug-in or NIKL, it creates similar stuff. You can download the tools again (my sig) and just drag CS_Flux into your Object library. Have fun, this one is fun to dork with.

 

 

My Bad. If you happened to have D/L them whithin an our of the last post, do it again. I just fixed some things.

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Guest dumbo

good work. i was trying to make something just like that flux this week. perfect timing... cheers!

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