Jump to content

Archived

This topic is now archived and is closed to further replies.

  • 0
kosmikal

What Features You Are Waiting For C4D (Wishlist)

Question

  • Inquirer
  • Here's what i am waiting to be possible to do with C4D in near future:

    So i am waiting for these features for C4D in some future, maybe far far away in future

    (i tried to put these in order of importance by my opinnion):

    Character animation:

    -Skin & MSkin deformers need self-collision (and self-collision area/"vertex map" painting tools for critical ares)

    -Muscles collision (need collision features, muscle collide to other muscle)

    -Bones (possibility to create flexible bones too)

    -Muscle sliding on bone

    -Muscles attach (possibility to attach muscle to muscle)

    -Soft body & cloth skin simulation. For example: loose skin and loose fat (with collision and self-collision features)

    -Tension & Angle based deformations / Skin stretching extension for tension tag with fall-off features (something like this: www.cgaddict.com - fStretch)

    -Face muscles (for creating face animations with muscle deformers)

    -"face skeletons" for controlling face muscles

    -Sticky lips (or xpresso node for sticky lips or tutorial for inside C4D's manual)

    -Sculpting tools with animation capabilities (like Joe Alter's LipService)

    -Morph Brush

    Shortly (these for C4D):

    -Maya Muscle System

    -fStretch (cgaddict)

    -LipService (Joe Alter)

    -Soft body with passive points for rigging

    Polygon animation:

    -Animation path for polygon points / vertex (also in Morph mode, in this mode it would be also useful to have possibility to add multiple points for animation path)

    -Possiblity to edit animation of selected points in/with F-Curve editor

    -Possibility to break and create new polygons and extrude them in middle of animation (like doodle paint tool, frame by frame) with fade & size effects (like mograph does)

    Vertex Map

    -Simple Fall-off animator object (for creating fall-off animations for Vertex Maps)

    Simulation:

    -Passive points for Soft body (this would make possible to rig Soft body with these passive points and only the active points would be simulated)

    -Glue feature for rigid and soft body objects

    -Full support for DPit effex (better SDK for developers, with possibility to create plugin with interaction for all Cinema 4D modules)

    -Better cloth tearing feature

    -Better integrated Fracturing tools with fracturing capability in middle of animation (but i'am sure that Nitroblast is pretty good plugin too for this kind of job), so "Rayfire" for cinema 4D would be nice addition

    -Golaem crowd simulation kind of tools for Cinema 4D (or golaem plugin for C4D) (ANIMA has still lots of working to do before it is good enough for crowd simulation, but i'am sure that ANIMA is most easy to use at the moment)

    -Rope simulation

    Particles

    -Thinking particles 5 features (from Cebas) for C4D's Thinking particles

    -Particle Brush/Paint tool (for generating particles, also should be able to animate them with smear kind of brush tools)

    Rendering

    -Displacement for OpenGL

    Modelling

    -knife tool with Disconnecting/separating option (possibility to cut shapes with disconnection feature)

    -Polygon bruhs cloner tool (possibility to clone polygons with brush, it would be very similar to the Photoshop's cloner tool with cloning direction/angle/mirror features)

    -Clone on surface brush (painting tool which would clone objects to other objects surface), (PaintOnSurface plugin sounds good but i would love to see it by integrated for C4D)

    -Transformation tools (bending, twisting, rotating for selected points, with 3-clicks: 1. click determines the start point of "deforming" then user moves cursor, 2. click determines the length of deforming and then user moves cursor again 3. click accepts the deforming strength) [i know that there is possibility to create group from points / edges / faces and then use deformer for it, but i think it is too slow for speed modelling]

    -Extrude brush (it would do the extruding by order of distance, and it would also take care of polygon's angle by direction of cursor move, this would speed up modelling a lot)

    -Collision for polygon brush, it would collide to all other objects around which are close enough (smear, pull, normal etc.), (of course this can be now be able to do with collision deformer but i think it would make things faster if there would be collision option in brush tool too)

    -New tool for retopology modelling

    -1D push tool (tool which would pull polygon points for one direction, world -z direction for example)

    -Sculpting tools (displacement with opengl support)

    And maybe some modelling features from Rhino3D:

    filletedge, chamferedge, and extruding with along by curve (spline extruding with possibility of point collapse extruding)...

    Objects melting / optimizer

    -Welder (for melting edges to each other with multiple objects for generating seamless edges between multiple objects) [it could be similar to jokermartini's welder plugin for 3dsmax)

    Was quite a big list, i don't even know which i have tried to suggest for MAXON, but i think that they wouldn't even listen me.

    -thank you for reading

    Share this post


    Link to post

    Recommended Posts

    Guest shawnfoster

    As for plugin development, MAXON offers completely free access to a well documented API. Many plugin developers take part in Maxons free program to get early access to new versions and direct support in development. Also the CINEMA 4D API is much more stable than most of the competing products. For Max and Maya for example you need a new version of a plugin with each and every major release. With CINEMA 4D the API is stable over several major versions and is only extended, not modified with each version.

    This is 100% true. When I need something for my plugins which are all written in C++, I have an SDK that is extremely well documented and I have full access to all aspects of C4D with which to develop from.

    LOL.. If I could sell enough plugins to feed my family I would totally do it full time. HAHAHA.. Problem is that it takes time to write the plugins, especially if they are big. Time which unfortunately has to be divided between my day job, family, and oh yeah the occasional sleep. HAHA

    If I can eventually get my series done and start selling them to studios and such, I will devote significantly more time to development. :) I think the same is true for other developers. They make great products, but time and resources are always a factor.

    ~Shawn

    Share this post


    Link to post

    @kosmikal

    There are far more "hobby" plugin developers for Max or Maya. What is important to say, is that you can have thousands off developers, but if they are not "top off the line", it is pretty much the same as you don't have them. That is why, for example, Microsoft doesn't have a 3D application, even though it seems they have all necessary resources.

    ...IMO all good plugins should be used inside the head program, because different UI makes a lot when you must do something fast...

    What if that is technically impossible? Or, would require both companies to "reveal" some off the inner workings off their software which is certainly not what they want? :)

    There are many, many aspects within software development that average user simply can't be aware off.

    Cheers

    Share this post


    Link to post
  • Inquirer
  • I think Nextlimit might be insulted to hear Realflow called a 'plugin', it's hardly that since it's a completely standalone app.

    Cheers,

    Brian

    that's true, i forgot that realflow is standalone app. No wonder why it is so expensive. It got only few features but still it costs around 3000euros

    Share this post


    Link to post
  • Inquirer
  • @kosmikal

    There are far more "hobby" plugin developers for Max or Maya. What is important to say, is that you can have thousands off developers, but if they are not "top off the line", it is pretty much the same as you don't have them. That is why, for example, Microsoft doesn't have a 3D application, even though it seems they have all necessary resources.

    ...IMO all good plugins should be used inside the head program, because different UI makes a lot when you must do something fast...

    What if that is technically impossible? Or, would require both companies to "reveal" some off the inner workings off their software which is certainly not what they want? :)

    There are many, many aspects within software development that average user simply can't be aware off.

    Cheers

    that's true :/

    Share this post


    Link to post

    So, the problem is that C4D don't support 3rd part plugin developers as good as they could support,

    Part of the problem is the very old core code that C4D still uses. I recall the developer of SplinePatch telling me he originally wanted to do a Nurbs plugin for C4D but that wasn't technically possible with C4D's core. As a compromise he came up with a Spline / Patch plugin. If and when C4D's internal core gets replaced we'll likely see more powerful plugins assuming plugin developers believe they can make money out of developing them for C4D.

    3DKiwi

    Share this post


    Link to post

    If and when C4D's internal core gets replaced we'll likely see more powerful plugins assuming plugin developers believe they can make money out of developing them for C4D.

    ...that's the thing. I don't think the potential market is profitable enough for people to devote an excessive amount of time and effort to develop, say, rayfire for cinema.

    Share this post


    Link to post
  • Inquirer
  • Part of the problem is the very old core code that C4D still uses. I recall the developer of SplinePatch telling me he originally wanted to do a Nurbs plugin for C4D but that wasn't technically possible with C4D's core. As a compromise he came up with a Spline / Patch plugin. If and when C4D's internal core gets replaced we'll likely see more powerful plugins assuming plugin developers believe they can make money out of developing them for C4D.

    3DKiwi

    Ok, lets hope that MAXON will replace it with more powerfull core asap (but i guess it will take time... lots of time) :/

    Share this post


    Link to post
  • Inquirer
  • Btw. Would it (the re-coded core) affect for pre-existing plugins?

    Would those old plugins work anymore if the C4D's core will be rewritten?

    Share this post


    Link to post
    Guest shawnfoster

    I would say that a completely recoded core would most definitely affect current plugins. A completely rewritten core would probably mean a different point/polygon structure and could even mean true nurbs objects. This would be a problem for any plugins that use points and polygons as a reference. I think a complete overhaul of the core would be a huge task for everyone but I would definitely like to see it happen eventually.

    Share this post


    Link to post

    The biggiest problem with C4D plugin developers is that most of them look "hobbiers" (sorry) and i gues they are (sorry again if i am wrong).

    When you look at Remotion, xparticle, c4djack, dns-plugins etc. They dosen't look Professional plugin developers.

    Dpit, jawset looks professional and they have very professional products, but i guess they are originally also hobbiers.

    There is only Nextlimit, e-on, and blackstar who looks (imo) and are also professional coders for C4D (i guess).

    So there is no much pro plugin developers for C4D, unlike for Maya, 3DS max etc... (they have lots of professional plugin developers) :/

    Been lurking in this thread, but I can't let this go by without comment.

    I suspect you are absolutely correct in that many of us have a day job and do C4D plugin programming on the side, and in all probability most of us don't do coding for a living. (Because anyone who does probably won't want to do it in their leisure time as well!)

    How do you define a professional plugin developer? It can only be someone who makes his/her living by writing plugins. That is unlikely to be feasible in most cases with C4D. Why? Because a) the user base is too low - of all the people that use C4D, most don't buy plugins or buy very few, and b) the prices are too low - and if you make them higher, the falloff in sales is a problem. I'm not going to say c) piracy, as I don't think that affects sales much anyway, but it does tend to have a depressive effect on the developer, if nothing else.

    X-Particles has been much more successful than I had thought it might be, but I can tell you that it took 8 months to get to the point of release and the amount of money we made is simply not sufficient to live on. Putting all these things together, it's clear to me that the only thing that would attract people to create C4D plugins professionally (i.e. do it for a living) is a huge increase in the number of users. And that is just not going to happen.

    So I'm afraid that right now and for any foreseeable future, no matter what MAXON do to the core code, you're pretty much stuck with us amateurs! (And you shouldn't compare us with companies like NextLimit or e-on - these are big international companies making standalone software, they don't rely on plugins for C4D or anything else to make their money.)

    Cheers,

    Steve

    (X-Particles developer)

    Share this post


    Link to post
    Guest
    This topic is now closed to further replies.

    • Recently Browsing   0 members

      No registered users viewing this page.

    Latest Topics

    Latest Comments

    ×
    ×
    • Create New...