Jump to content

Maxon Announces Cinema 4D R23 | Overview | Discussion


Igor

Recommended Posts

  • Replies 272
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

Only commenting on the things I used. Scene nodes look promising (haven't tested), but more importantly again show a strong vision for the future. I also comment on the general outlook, MyMa

I had a surface level look at scene nodes but then digged into the past material nodes again and want to share some thoughts,  not so much about the functionality but the implications of the prio

Grateful I jumped off...and stuck w/plan for blender/R20. Will have soon saved nearly $2,000. Never had to fuss with broken plugins, bugs, hassles and modest upgrades. Already had Octane and Rizom UV.

Posted Images

1 hour ago, Batz said:

 

Are you FRICKIN' KIDDIN' me? that is literally ICE in Cinema!! can't belief that viewport is that fast - instant buy!!!

 

I am getting on C4D train again :  )

 

 

ICE, similar to Bifrost, is working on top of the core of the main app, Neutron/scene nodes is different, it is way closer to houdini since it is not an addition to the system, but at its heart. 

Link to post
3 hours ago, Decade said:

Well, I should probably comment on R23 here !

Looks like a good range of features, great to see Character Animation getting some love, can't wait to try the new UV tools. I'm coming from R21, so a good range of new features from my POV, just need to speak to MAXON UK & see how bad the perpetual upgrade price is.

My guess is a crushing $995....the cost of missing your MSA deadline and having to do a one revision upgrade in the pre-subscription days.  Notice that perpetual license upgrade costs are not part of their web-site and still require calls to your local MAXON sales office.  Not sure why?  Prices vary by region maybe.  Ability to negotiate a lower price for long term customers?  Probably not.  Interestingly enough,  I think it was quickly stated in today's presentation that perpetual license upgrade costs will require a call to MAXON which is the first time I think I have ever heard it referenced publicly (I could be wrong....)

 

As for me,  it almost feels like MAXON wants to suppress the fact they offer a perpetual upgrade at all....which does not bode well for the future of perpetual licenses.  If not, why keep another sales option in the shadows?

 

Dave

 

 

Link to post
13 minutes ago, MauricioPC said:

Any news on an indie version?

News?  No.  Rumor?  Nope to that too.  Whisper?  Not a peep.  

 

A deep burning hope in the hearts of hobbyists everywhere?  Always....but that and $1.80 will get you an N95 mask which is probably far more useful in today's world than hoping MAXON makes a move towards indie licensing.  In short, hope is a bad strategy.  A better strategy is for hobbyists everywhere to not upgrade and wait as long as you can.  We want R23...but we don't need it.  We don't make money on it....it doesn't feed our families.  So if we all waited everywhere and in every market and corner of the globe, maybe....just maybe....our combined lack of revenue means something to MAXON.  That is the only way to move the needle on Indie licensing.

 

Dave

Link to post
1 hour ago, srek said:

ICE, similar to Bifrost, is working on top of the core of the main app, Neutron/scene nodes is different, it is way closer to houdini since it is not an addition to the system, but at its heart. 

Maybe its too early to ask.. but it will allow interoperation between xparticles and plugins? 

Link to post
4 hours ago, FLima said:


I dont use the premade character rigs, so not sure if I will be able to implement the facial rig to my custom rigged characters? I hope so! 

 

you can build a face rig from a template and then simply constrain that to your own body rig or to another template rig, even when it's still live and not made editable. although i always recommend that, because you gain a little bit of performance when you make them editable.

 

you have the choice between two face rigs now, one that comes with the toon rig and another standalone one made by bret bays.. they are quite similar in what  they can do, if i should describe the difference it would be that the toon rigs face rig is (well you probably guessed it) aimed at cartoony more exaggerated faces and brets rig is more aimed towards realism. but that doesn't mean you can't use brets one for cartoon stuff or the toon one for realistic characters. they are both pretty flexible. in the end it's just about which one fits your needs and habits better.

 

there are going to be tutorials out soon on how to apply them to your characters and how to use them.

Link to post
1 hour ago, srek said:

ICE, similar to Bifrost, is working on top of the core of the main app, Neutron/scene nodes is different, it is way closer to houdini since it is not an addition to the system, but at its heart. 

That's correct in the case of Bifrost, but the beauty of ICE was that it was deeply integrated into the core of XSI. It's true that in the beginning it was fundamentally built as a system for particles and deformations (anything that involved the manipulation of vectors - all with multi-threaded performance that continues to impress, even by modern day standards ). But by the time of Soft's EOL annoucement, ICE covered many other core areas of functionality such as kinematics, modelling and crowds. But a trip to Si-Community (where the rray database of XSI addons currently resides) shows how the community of technically minded XSI artists used ICE for far more than that confined range of specialisms I've outlined.

 

None of that is to take away from the new node graph in R23. C4D increasingly feels like a better permanent home for ex Softimage artists. And that's because Softimage was always far more than it's technical capabilities, it's primary selling point was it's artist focused user experience. A goal the MAXON team has always looked to deliver for its customers. The problem with the C4D of old was that it's technical capabilities didn't always reach the heights of the UX. Over the last few years (now that the long term investment to upgrade and modernise the core has come to fruition), C4D is delivering on both UX and artist friendly technical capabilities. And this mix is a very attractive proposition for artists from the Softimage community. For all of Houdini and Maya's strengths, their workflow is still a bone of contention for many Softimage artists.

 

But back to my main point. Whilst Bifrost and Fabric Engine (RIP) were/are separate applications that lack deep integration to their host DCC, working with ICE was no different to working with the Softimage JSscript/Python/C++ SDK; the one critical difference being that threading came along 'for free' (much like Houdini's VEX/VOPs in that regard).

 

I can see R23 converting a raft of new customers from outside of motion design. And that can only be a good thing in terms of maintaining a rich diversity of DCC options in an increasingly monopolistic marketplace.

Link to post
1 hour ago, everfresh said:

you can build a face rig from a template and then simply constrain that to your own body rig or to another template rig, even when it's still live and not made editable. although i always recommend that, because you gain a little bit of performance when you make them editable.

 

you have the choice between two face rigs now, one that comes with the toon rig and another standalone one made by bret bays.. they are quite similar in what  they can do, if i should describe the difference it would be that the toon rigs face rig is (well you probably guessed it) aimed at cartoony more exaggerated faces and brets rig is more aimed towards realism. but that doesn't mean you can't use brets one for cartoon stuff or the toon one for realistic characters. they are both pretty flexible. in the end it's just about which one fits your needs and habits better.

 

there are going to be tutorials out soon on how to apply them to your characters and how to use them.

This is so cool man 🙂 Looking forward to test this!
Congrats with all this Everfresh
As soon as I saw the racoon (I love raccoons! ❤️ ) i was like 
"AHhh, i recognize that cutie!!" 

Link to post
43 minutes ago, jonmoore said:

For all of Houdini and Maya's strengths, their workflow is still a bone of contention for many Softimage artists.

So true!

Link to post

I'm super excited about this.  But regarding ICE, All I know is ice was integrated into everything and certainly didn't feel like something thrown on top.  you could literally drag every parameter into an ice tree and make any sorts of connections you want throughout the whole application.  I hope it has similar functionality ,application-wide, to make and create and connect anything you can think up.  I hope it will get there, but I'm not expecting it to feel so well integrated as ICE.  I'm not sure how this legacy geometry import work and still have to make some time to watch the video.  Can't wait to try it tomorrow.

Link to post
3 hours ago, stoecklem said:

I'm super excited about this.  But regarding ICE, All I know is ice was integrated into everything and certainly didn't feel like something thrown on top.  you could literally drag every parameter into an ice tree and make any sorts of connections you want throughout the whole application.  I hope it has similar functionality ,application-wide, to make and create and connect anything you can think up.  I hope it will get there, but I'm not expecting it to feel so well integrated as ICE.  I'm not sure how this legacy geometry import work and still have to make some time to watch the video.  Can't wait to try it tomorrow.

 

If I remember you pressed F3 to add *primitives from the viewport in ICE. ICE could access even parameters usually hidden from the end user. What Softimage lacked was splines and something like motext. Also, recreating mograph in ICE required a lot of work. While users knew what ICE was for, seems Autodesk didnt, because some guy at Autodesk asked XSI users -myself included- for a list of favorite nodes we used the most because he thought ICE was a particle plugin.

 

He didnt realized ICE was coding with nodes. If someone asked me what is my favorite Visual Basic word, what can I say? IF, THEN, FOR, NEXT?

Link to post
  • Igor changed the title to Maxon Announces Cinema 4D R23 | Overview | Live Stream | Discussion
  • Igor changed the title to Maxon Announces Cinema 4D R23 | Overview | Discussion
  • Igor pinned this topic
  • Igor unpinned this topic

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...