First Thoughts (Demo Release)


#121

Hmm… I’m playing with a free modeling axis on a polygon object. I can get it to snap to another polygon object, but not the one I am currently working on.

Any Ideas?

MiKEY


#122

Edgecut will work the same if you uncheck “make n-gons”, made me wounder first aswell

why do I have to uncheck ngons to do a loop/ring ?? seems to me that ngons isn’t really full in c4d9 am I wrong ? I’ve used Max, Maya and XSI and it just let’s you do ngons without having to turn them on or off


#123

whats bad about being able to switch it off?
Olli


#124

Being able to turn them off only means that people who don’t want to change their workflow and current methods just because of a new feature in Cinema9 don’t have to. It doesn’t have anything to do with whether or not they’re “really full” (whatever that means).


#125

then why won’t it work with a regular edge loop/ring then cut ? i’m not creating ngons by performing this command so I shouldn’t have to turn this off - can someone explain what/when you would turn off ngons since I never had to do this in other apps; is it called ngon triangulation ? thx

edit:
found the option by pressing v - function but still need an explanation of why this needs to be done in order to use loop/ring


#126

withou having played with Ngons yet, I would turn them off when I do a charcter that is supposed to land in another program, just to make sure I have control over polys and save me surprises.

Olli


#127

Sorry, I don’t see your point. You have an option of cutting with ngons or without ngons. If you’re adding loops to a model that will be animated you don’t want to create ngons–you want quad loops. That’s why the option is there.


#128

well i’m not going to animate, i’m just modeling so I just don’t know why I need to turn it off/on when I do an edge loop, just another extra step plus if i have just a cube and i want to run a loop around it, that will create quads - once again why does ngons need to be turned off ?


#129

In that situation it’s irrelevant.

Since it’s a tool option, it should be persistent; turn them on when you want them, or leave them off. From my poking around it looks like the default is to not create n-gons, so if you don’t want to use them, you shouldn’t have to worry about them.

So, if you want to be able to model with n-gons, turn on the option, and if you don’t need/want them, don’t.

It seems to me that the idea was to bring an oft-requested feature to Cinema users without shooting the ones that didn’t need/want it in the foot.


#130

Yeah, it’s really nonsensical. If you want to use one option all the time you can save it (and a all your preferences) to “new.c4d” and all the defaults will be just the way you want them every time you start a new scene.


#131

with the exception of primitive defaults… :wink:


#132

i understand, so if I want to use ngons from the beginning, where exactly is the option to have them on ? i thought it was in the menu by pressing v ?


#133

It’s an option on the tool’s attribute panel. When you select a knife, bevel, extrude (etc) tool, look at the options available; quite a few of them have a “create n-gons” checkbox.


#134

Look in the AM when you activate the Edge Cut tool. There’s a checkbox called “Create N-Gons”.


#135

thx Adam
so yes then if I have a cube, make it editable, create edge ring, now if I turn off ngons it shows me the edge cut in the middle, but if I have ngons on nothing shows when I hit apply - basically that’s my question, why won’t it show the edge cut if my object will have quads ? plus I try to do an edge loop in isoline display, and it turns isoline off ? sorry to be so picky but i can do this in other software and I just want to make sure it works before i upgrade to v9


#136

Now this is strange:

Why is that? Is that some new setting?

And another strange thing; if I close the shape in R9 using the “close polygon hole”, then I can bevel the whole shape without a problem. If I however close the whole using the “bridge” tool and decide to bevel, then there are openings near those 4 points that make up the new polygon.

I also noticed that “show normals” is turned on in my viewport in R9. Why is it that I don’t see them when I go to polygon view?

I know, it’s an early demo, but I just hope that these things are going to be solved.
For now I’ll stick to R8,5 because I lost a lot of time by trying to figure out each time what I was doing wrong.


#137

Just tried it myself, and no holes here.
As for the old normal display just enable “Tinted Poly Normals” in the viewport settings.
The new default is the display with red (Front) and blue (Back) tinting.
Cheers
Srek


#138

To me, the behaviour when deleting points in R9 provides greater flexibility. The R8.5 result can easily be achieved by deleting 3 edges and a different result again is achieved by deleting the edge between the points.

No problem here either when bevelling bridged geometry.


#139

Thanks for the info about the normals Srek, good improvement.

As for the holes, I don’t know what you did (probably something else than I), but let me show again what happened;

I deleted 2 points, bridged a new polygon in points mode (assuming that those triangles are new polygons) and selected the complete object in edge mode and selected ‘bevel’ and I got holes. I don’t have the problem if I fill the opening with “fill polygon hole” instead of using the bridge tool.

Btw, what are these two triangles? (A). Is that a new polygon?

Used C4D v9.012 btw.


#140

No those are holes in the mesh. Be sure to optimize after deleting the points.I dont get that result either.