Insydium Cycles
Insydium Cycles


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Showing most liked content since 02/24/2017 in all areas

  1. 6 likes
    Hello Cutman, Rewriting the core of a 25 years old product like Cinema 4D isn't a ride in the park. It's a huge undertaking and has enormous strategical value. You shouldn't confuse openness and transparency. I am sure you understand we won't say more about our most daring project until we decide too. We have very good reasons to do so. Will you please respect that? I'll appreciate. I'm sorry you don't like our blog. It's one of the rare places where our low-key upper management engages directly with users. They deal with the high level direction of the product, so, of course, it'll be reflected in the articles they write. Perhaps you were hoping for a developer diary? Many of our development team are present on forums such as this one and can be engaged with directly. Adopting a friendly attitude couldn't hurt though... Anyhow, wasn't this thread about MAXON Labs? So back on topic, the Extrudifier was coded in Python and if you look at the size of the project, it didn't took long to Edd. I don't understand at all how sharing a light weight, fun and useful tool implemented using the existing R18 public API, has anything to do with Maya and MASH, our core rewrite, or what's to come on R19. Neither should you. MAXON Labs is a platform reaching out to our community. Our developers don't spend time from their C4D development schedule for MAXON labs, we just happen to have a lot of experiments and stuff to share. We thought you'd like... So far it seems most do. It has little to do with our product strategy.
  2. 5 likes
    After a short break I finally managed to get something done yesterday and today. Nothing final, but I am happy to show some progress. The earlier "move island" WIP showed a concept implemented as a quick hack. For the past two days I have now implemented this concept into the view/editor framework. Still a few things to finalize before providing a next update to the customers. But as always, it's the small details that take up the most time. This has been developed on Windows only (not tested on Mac yet), and from earlier WIPs I know that some concepts don't work on MacOS. Hopefully, porting this to the other platform isn't going to take too much time. Fingers crossed!
  3. 5 likes
    Thanks but not really what I would call a review, more of a summary of a couple of new features. I miss my epic reviews of the new C4D versions but that's another story.
  4. 5 likes
    Hello everyone, I'd like to thank you for your interest in MAXON Labs, we are quite happy with the positive feedback we are receiving. To 3D-Pangel, MAXON Labs was officially launched on Friday the 17th. It was preceded by a 2 week beta period. Here at MAXON, we give a lot of thought to our new features' design and how they interact with others C4D functionalities. Developing new features that way is time consuming, yet our motivated developers keep playing around and try new things. These projects often don’t fit into the roadmap and end up in our source repositories, unused. We figured these experiments could be useful to our users, even if not polished to MAXON standards. Adding to what I explained on's blog : We will not necessarily use the labs platform to test out future C4D features. We do not guarantee the content found on the labs will make it to C4D either. Our release cycle, service packs, or any other habits are not affected by the labs. We are hoping to publish on a regular frequency. You should expect something new every couple of months. It is, of course, dependent on the developers time availability. As you may understand, we will try to avoid diverting anyone from their C4D schedule. We cannot commit to maintain all the published content (But I know that some developers are already planning updates for their current labs projects.). If you keep sending out positive feedback about the Coons mesh or the extrude tool and their importance in your workflows, you might convince our product management to consider them for Cinema 4D? (No promises though!) We're glad you like. cheers from Montréal, __________________ Jean-Francois Yelle Managing Director MAXON Canada inc.
  5. 4 likes
    I believe nobody says that. But when promoting a "full-featured" 3D animation software like C4D one needs to make sure most part (and most "creative" part) is accomplished using the promoted software. C4D isn't advertised as a hub but rather a content creator. Yes you can do compositing is AE or NUKE or Fusion but major assets (and their processing) should come from your own DCC. If you are promoting A MAJOR C4D RELEASE then ask yourself: Does C4D do sculpting? If yes, then Avoid using ZBrush... show what C4D can do Does it do rendering? If yes, then avoid using Arnold (You'll use Arnold if you are promoting it's new porting) Does it do character animation? If yes, then don't use Maya Does it do compositing (at its core)? If no, then use AE, NUKE, FUSION etc. But if you are doing a NIKE commercial, then you can use anything. Luckily MAXON doesn't do commercials. So it's ok to use Maya to create crazy character animation to promote Cinema 4D?
  6. 4 likes
    I am working on a new project and want to share my progress here. As I attend a new job where I will work more with Cinema 4D I want to practice a bit with lighting and rendering and for that I need a great scene. It will also later be exported to a game engine, most likely Unity. The scene is the lobby interior of The Grand Budapest Hotel which I stumbled across just recently but which instantly became one of my favorite movies. Original: I want it to be quite accurate so I collected many screenshots from the movie and making-of clips. Some of them I projected with a camera using Cinemas Camera Calibration tool which is just magic. It was blessing to see numerous camera projections fit in nicely with previously created geometry. In addition I use a blueprint used by the set designers. So here is the current Blockout: Using a fairly accurate camera projection is great as it allows you to model rough shapes quickly at correct position and size. Of course the projection is only a guide, it won't be part of the final result.
  7. 4 likes
    I should call these 'occasionals' rather than weeklies ! As ever, Cinema 4D, Octane, Photoshop. Week 5: Chuul, tried some more moody lighting for this one & more gloss.
  8. 4 likes
    Oh dear ! My weeklies kind of crashed & burned ! Working away from home during the week on a new job & having to work off my crappy cheap laptop. I'll try & pick the pace back up again, might have to stick to poly-modelling during the week, then sculpt & render at the weekend. Anyway, here is: Week 3: Stirge. 4 Short Evenings, 2 Long evenings, Cinema 4D, Octane, Photoshop
  9. 4 likes



    New to modelling? These are the videos you should watch before watching any other modelling tutorials. Topics covered: Spline modelling with spline primitives, using the Extrude object and Sweep object. Using a Splinemask object and nested Splinemask objects Spline modelling by manually drawing splines. All the different spline types covered Why spline modelled objects may initially be a good idea to start with but not so hot when you want to add detail later on Off topic - why an object with an Align to spline expression tag slows down going around bends in the spline and how to fix it Spline modelling - using the Lathe object. A chess pawn is modelled using a Bezier spline (same as the Pawn modelling tutorial we have now except updated) Spline modelling - using a Loft object Boolean modelling - what it's good for. Common problems. Example and why Boolean modelling is often a bad technique to use Customizing your layout to suit modelling Polygon modelling - Hard surface modelling. A mechanical part is modelled Polygon modelling - Subdivision Surface modelling. The same mechanical part is modelled Polygon modelling - Point to point modelling. Create polygon tool, Edge Extrudes etc Polygon modelling - Organic modelling with Subdivision Surfaces. No a step by step tutorial but an extended walk through of a Sea Horse character and how it was modelled Because of the length of the videos I have split the videos into 2 parts. The videos are hosted on Vimeo. Clicking on the download button will take you there. Suggest you download the high res video rather than watching the lower quality streaming version. Part 1 Splines - 1 hour 47 minutes Part 2 Polygon modelling - 1 hour 38 minutes Scene files from the polygon modelling section 460kb I've recorded these a bit more casual than normal. I make a few mistakes, forget how something works and say the occasional wrong thing. I don't think that this distracts from the tutorials as you'll see me have to figure things out before carrying on. Recorded using Release 15. About 90% of what I cover can be applied to earlier versions of C4D.
  10. 3 likes
    Personally I've never seen Autodesk or The Foundry use a competitor to promote a new release.
  11. 3 likes
    I have a very low threshold for toxic gas and I got so sick of negative messages before they came out with R18. But since the release, things are so much better here at the Cafe and it is business as usual with exchange of knowledge not to mention loads of marvelous new features to play with. Anyone and everyone who is here to share knowledge will get my vote. There are some serious smarties here who graciously share what they have learned.
  12. 3 likes
    Cutman I don't know when it will ever sink in because this has been a longterm theme with you. C4D isn't holding you back. No tool is holding you back but you. If you want to add Houdini to your workflow...go for it! If you want to focus on special effects and only do Houdini work...and you want to leave c4d...go for it! For the rest of the folks reading...I'll offer a different Simon... Simon Fiedler. He too uses some Houdini. But the spot he did with a team of just 3 people...didn't seem to bother with it. There are tons of different applications within the world of 3d, each with respective strengths. I get tired of people bitch-moaning that c4d doesn't do EVERYTHING. Listen to Holger Biebrach describe his workflow on a recent project. And that's just modeling! Imagine the workflow if you consider animation, special efx and compositing and color grading and video compression, etc. etc. Today's pros need to know their TOOLS. Plural. C4d is an amazing and versatile tool. But it will never be best of class at everything. It will never have features for all types of work. I wish some people would get over it and get on with their craft.
  13. 3 likes
    Just checking you've all seen and appreciated some really cool lighting, sculpting and destruction in the new Game Of Thrones S7 Teaser Trailer. CBR
  14. 3 likes
    Yes, every time I get hopelessly frustrated that the new knife tool doesn't work, and think about abandoning C4D for Max, I get as far as their web site, before I am reminded of their mental profiteering rental only bullshit, and I close the page, and go back to lovely perpetual Cinema, where eventually, they WILL fix Line Cut :)
  15. 3 likes
    I'm willing to do some tutorials as well if that's needed? I really love this community and am willing to give something back, in any way
  16. 3 likes
    Here's something for you to play with - spirograph retro children's toy. Scene file has userdata sliders for speed, size of cog, position of pen in the cog. Due to use of extrudes, it runs a bit slow in the viewport, so I put a boole switch in the control panel to turn these off for testing - or just playing around. The cog automatically lines up when you change the size on the slider. I normally use TR for rendering, but since the scene uses mograph tracer I thought I'd have to do it all on one computer. However, I tried it on TR and it rendered OK. Uses Python - not very complex, but I put some info in the scene zip. Might amuse someone.
  17. 3 likes
    There is an entire world to the Formula Spline. Here is an example file with 53 different formulas (but I see none with exponents):
  18. 3 likes
    Hello Lennoz There are many reasons why this is the case, but all amount to the same thing and thats the needs for the target applications be it different game engines, and software such as Poser, DAZStudio. They all go by a unit of scale and that can be inches, cm, meters, mm. When you import a model into C4D by default its assuming its using the unit of cm where as the model may have been made for meters like Zbrush. There is no saving on file size. When I bring in a model into Zbrush exported in from C4D in cm zbrush assumes that its meters by default and scales it up. I model real world scale as this gets me better lighting, and expected outcomes from light sensitive materials such as SSS, as well as real world physics. Here are a few things to give you more on it. Dan
  19. 2 likes
    Hello everybody good? Sharing here with you my reel with some work, I used a lot of movies 4d, Thanks
  20. 2 likes
    Got a couple of days free between commercial works, so i thought i'd take the opportunity to make a fun little character, Rory the Robin, he's fat and slightly stupid, and he's eaten one too many worms, updates to come :D comments welcome , V click full size for high quality :DD
  21. 2 likes
    "You can't please all of the people all of the time" somebody presumably wise once said. MAXON do OK because they keep most of the people happy most of the time*. *Except R17.
  22. 2 likes
    In an ideal world, sure. I don't disagree with most of the points you are making, but again...look around and you see this repeatedly across the industry. A brilliant small dev team tackles a specific feature area and does something unique...or does something better. MAXON understandably has been focused on its foundation. Despite this in the past 3 years they've given us a modernized viewport, powerful sculpting, re-written a lot of the program so that it's multi-threaded, conceived a brilliant take system, added camera tracking, object tracking, new mograph effectors, mograph weight tool, shaders, metaball rewrite, Voronoi fracture and more. But a lot of upgrades are below the hood, involving a degree of work that we outsiders simply can't see or appreciate. In case I sound like a fanboy...I readily concede they had terrible time with render server and flubbed it up with the rework of the material system, which became much less intuitive. BodyPaint, once a strength has become a glaring weakness. They've still got work to do, no doubt in addressing some issues. They know it.
  23. 2 likes
    Hadouken! This one was fun to make.
  24. 2 likes
    I think the reason some people have been rubbed up the wrong way, is you've just rocked up and created a thread basically slating the software and going on about how much maya and houdini are better packages etc.. It's like going on an autodesk exclusive forum and creating a thread about how rubbish and expensive maya is... Some people just don't want to hear it. We are aware of some of the short falls c4d has interms of some of its features compared to rival packages, we dont need to be constantly reminded of it...
  25. 2 likes
    I imagine that your going for the low poly look with these so no issues with the models and the materials themselves. I think the biggest issues are your post production (i assume you retouched in ps), color work (take it easy with the saturation , and your lighting. When retouching try not to blow out your whites, it is usually not a pleasing look. overall i think your ok technically i would just recommend that you take a look at some good photographers work (ansel adams) and study how he uses light in his frames.
  26. 2 likes
    Hello everybody! I have just spent the last few hours banging my head against the keyboard. I have finally found the answer, which for whatever reason is never discussed and hard to find in the search. When using open GL in the viewport, you have a limit of 20 lights (8 by default). It is dependent on which lights come up first in the object manager (so the first 8 lights from the top will be visible and then "all" other lights will be cut off). I was working on a project with many lights 15 + and couldn't understand why most of them turned off at a certain point. Then things got even weirder when I started moving the lights around in the object manager and the ones on top would turn on again (usually cinema doesn't care about where your objects are outside of hierarchies). This was so confusing and aggravating I started to think that my program was glitched. Anyway, I just thought I would write this to help anyone else that might be confused and frustrated like I was. You can go into preferences and under OpenGL set the maximum number of lights to 20 if you need, or you can turn off openGL in the viewport all together, or use render region on a low setting to see your light setups. I hope this information helps. Take care. ...........................................................................................................
  27. 2 likes
    Few quick thoughts: -Houdini's Mantra renderer is CPU-based... i.e. OLD -Houdini is far harder for most humans to use than c4d. Many processes take a lot more steps. -A good percentage of MAXON's codebase is newer than code in Houdini -Most pros use third-party that with MAXON, Modo, Maya, Houdini. If you look through Houdini forums you'll find a lot of users talk about Redshift and Octane. -Houdini didn't even support external renderers until 15.5! Some users were furious, feeling they were left behind. -MAXON has announced the future employment of GPU rendering.
  28. 2 likes
    I have been using C4D since R9 about 10 years ago. Back then it seemed cheaper but they did run a module based package so I would pick up a new module every now and then when I could afford it. Obviously there were also yearly update costs as well (before the MSA was introduced) so I probably paid out a lot over those years. When they changed to the Prime/Visualise/Broadcast/Studio options I had no real choice to go all in as I would lose some of the module functions that I had already paid for. (well I did have a choice to stick with what I already had....but I like new shiny features). So more money handed over there..... Saying all that I have never regretted it. I am really only a hobbyist so it may be different if I was using it make earn a living. I am happy with the MSA cost (especially with Cineversity) compared to the subscription costs associated with Autodesk products and I still have so much to learn with C4D I haven't gotten frustrated with limitations yet. Although that could be because I don't know how much other packages can do better. If I was a new user now.....who knows I may choose a different route due to costs as it is quite high. If cost ended up as an issue I would prob go to Blender as it has apparently come on a lot, is feature rich and the cost is hard to beat. I do love C4D though so hopefully I will be able to stick with it for the foreseeable future
  29. 2 likes
    Here is a Tech Lake Scene tutorial. I would love some feedback if you have a chance to watch it. I know it's long and I will work on making shorter tutorials. I enjoy making these very much and I hope I help people. Thanks Mike
  30. 2 likes
    I have a method if you don't mind a bit of Python - it's only a few lines. I have a set of 3 spheres cloned round the object. The mats on these spheres have an initial pattern a, b, c = dim, dim, bright then I do modulo on the frame count, and if modulo = 0 I rotate the pattern, giving the illusion of the bright ones moving around the object. This is easy in Python ie a, b, c = c, a, b there's comments in the Python. You can extend the idea to a larger set of bulbs. edit : variation with color change
  31. 2 likes
    best i can do is reccomend this : ram, wont make anything faster for you. video card might make viewport performance faster. I think your settings might be a bigger issue. that cpu scores like 1150 range on cinebench, that is quite good. although maybe thats dual, and you might have just one. I think learning about how to optimize your renders is whats going to help you most. Look up faking Gi and stuff like that.
  32. 2 likes
    Yes thats how I did it. The Xpresso is really simple indeed. For the collision object that produces the animated selection tag, you could use an object/primitive that is identical to the Plain effector fall off shape. i.e a Sphere, box, or even source. If you then link them with the fall off, you will have an exact edge. You can link them manually or simple xpresso linking the fall off position and scale to the collision object position and scale.
  33. 2 likes
    Just for posterity.. If width/height is set to pixels, the DPI has no effect on the output, so rendering 1080p at 72dpi is the same as rendering it at 300dpi. You can easily see this in the output settings. I am baffled why the DPI setting doesn't get greyed out when output is set to pixels.
  34. 2 likes
    Had to do a WIP render for my portfolio to show on a job interview I have Tuesday, fingers crossed! Tweaked the lighting a lot since my previous render, which wasn't very good. Made the garden on both sides of the apartment as well. Except for a stuffed animal ( which my girlfriend made me create) the bedroom section is finished. That leaves the living area.
  35. 2 likes
    Looking to sale my copy of X-Particles and Cycles4D, due to circumstances I need to try and recoup some of the investment as a hobbyist. Please send me a PM if you are interested. Asking $400 USD for X-Particles and Cycles4D as a bundle I have already reached out to Insydium and verified the licenses can be transferred. I will pay the transfer fees, require Paypal for any payments. Thank you * The copy of R18 Studio has already been sold.
  36. 2 likes
    mesdames et messieurs :
  37. 2 likes
    Hold Ctrl key and press the reset pose in the Object tab while you have the joint controller selected that you have animated, it will reset just that joint controller for FK or IK. If you want more control get the plugin Nitropose. Dan
  38. 2 likes
    Hi Montana I had a go at this with a loft a while back as Im no great modeller myself. The trouble is getting the line down the middle but also making an effort to match the points to the outer spline. i started out by copying the letter spline and moving all the points to the middle, but there was a lot of faffing with adding points and even remodelling the outer spline to make it all flow a bit better. I could also only create this flat cap but tried to make it as skinny as possible. I had to rip it in the end to add some bevels or sort out the texture or something like that. Thought about using displacement but that also isn't to straight forward for an extreme chisel. Wasn't entirely happy with this but close enough for my test. Not the best Topo Lofted C.c4d
  39. 2 likes
    Great plugin Daniel, having a lot of fun playing with it. So simple to use.
  40. 2 likes
    Let me ask my cousin would he be able and willing to do something in that regard. :)
  41. 2 likes
    Wow - if this is your first go at rigging, you sure picked a hard thing to start with ! :) Wing rigging is particularly tricky, and I would be here all night trying to explain to you how to do it... fortunately, Pluralsight have got you covered, and here's a whole video series on how to build and rig a wing properly - well worth the cost of signing up for a month. CBR
  42. 2 likes
    Review by Brady Betzel Each year I get to test out some of the latest and greatest software and hardware releases our industry has to offer. One of my favorites — and most challenging — is Maxon’s Cinema 4D. I say challenging because while I love Cinema 4D, I don’t use it every day. So, in order to test it thoroughly, I watched tutorials on Cineversity to brush up on what I forgot and what’s new. Even though I don’t use it every day, I do love it. I’ve reviewed Cinema 4D Release 15 through R18. I started using the product when I was studying at California Lutheran University in Thousand Oaks, California, which coincidentally is about 10 minutes from Maxon’s Newbury Park office. Each version update has been packed full of remarkable additions and updates. From the grass generator in R15, addition of the Reflectance channel in R16, lens distortion tools in R17 to the multitude of updates in R18 — Cinema 4D keeps on cranking out the hits. I say multitude because there are a ton of updates packed into the latest Cinema 4D Release 18 update. You can check out a complete list of them as well as comparisons between Cinema 4D Studio, Visualize, Broadcast, Prime, BodyPaint 3D and Lite Release 18 versions on the Maxon site. For this review, I’m going to touch on three of what I think are the most compelling updates in Release 18: the new Voronoi Fracture, Thin Film Shader and the Push Apart Effector. Yes, I know there are a bazillion other great updates to Cinema 4D R18 — such as Weight Painting, new Knife Tools, Inverse Ambient Occlusion, the ability to save cache files externally and many more — but I’m going to stick to the features that I think stand out. Keep in mind that I am using Cinema 4D Studio R18 for this review, so if you don’t have Studio, some of the features might not be available in your version. For instance, I am going to touch on some of the MoGraph toolset updates, and those are only inside the Studio and Broadcast versions. Finally, while you should use a super powerful workstation to get the smoothest and most robust experience when using Cinema 4D R18, I am using a tablet that uses a quad core Intel i7 3.1GHz processor, 8GB of RAM and an Intel Iris graphics 6100 GPU. Definitely on the lower end of processing power for this app, but it works and I have to credit Maxon for making it work so well. Voronoi Fracture If, like me, you’ve never heard of the term Voronoi, check out the first paragraph of this Wiki page. A very simple way to imagine a Voronoi diagram is a bunch of cell-like polygons that are all connected (there’s a much more intricate and deeply mathematical definition, but I can barely understand it, and it’s really beyond the scope of this review). In Cinema 4D Studio R18, the Voronoi Fracture object allows us to easily, and I mean really easily, procedurally break apart objects like MoGraph text, or any other object, without the need for external third-party plug-ins such as Nitro4D’s Thrausi. To apply Voronoi Fracture in as few steps as possible, you apply the Voronoi Fracture located in the MoGraph menu to your object, adjust parameters under the Sources menu (like distribution type or point amount) add effectors to cause dispersion, keyframe values and render. With a little practice you can explode your raytraced MoGraph text in no time. The best part is your object will not look fractured until animated, which in the past took some work so this is a great update. Thin Film Shader Things that are hard to recreate in a photorealistic way are transparent objects, such as glass bottles, windows and bubbles. In Cinema 4D R18, Maxon has added the new Thin Film Shader, which can add the film-like quality that you see on bubbles or soap. It’s an incredible addition to Cinema 4D, furthering the idea that Maxon is concentrating on adding features that improve efficiency for people like me who want to use Cinema 4D, but sometimes don’t because making a material like Thin Film will take a long time. To apply the Thin Film to your object, find the Reflectance channel of your material that you want to add the Thin Film property to add a new Beckmann or GGX layer, lower the Specular Strength of this layer to zero, under Layer Color choose Texture > Effects > Thin Film. From there, if you want to see the Thin Film as a true layer of film you need to change your composite setting to Add on your layer; you should then see it properly. You can get some advanced tips from the great tutorials over at Cineversity and from Andy Needham (Twitter: @imcalledandy) on One tip I learned from Andy is to change the Index of Refraction to get some different looks, which can be found under the Shader properties. Push Apart Effector The new Push Apart Effector is a simple but super-powerful addition to Cinema 4D. The easiest way to describe the Push Apart Effector is to imagine a bunch of objects in an array or using a Cloner where all of your objects are touching — the Push Apart Effector helps to push them away from each other. To decrease the intersection of your clones, you can dial-in the specific radius of your objects (like a sphere) and then tell Cinema 4D R18 how many times you want it to look through the scene by specifying iterations. The more iterations the less chance your objects will intersect, but the more time it will take to compute. Thin Film Render If you are an Adobe After Effects user, don’t forget that you automatically get a free version of Cinema 4D bundled with After Effects — Cinema 4D Lite. Even though you have to have After Effects open to use the Cinema 4D Lite, it is still a great way to dip your toes into the 3D world, and maybe even bring your projects back into After Effects to do some compositing. Cinema 4D Studio R18’s pricing breaks down like this: Commercial Pricing/Annual License Pricing/Upgrade R17 to R18 pricing — Cinema 4D Studio Release 18: $3,695/$650 /$995; Cinema 4D Visualize Release 18: $2,295/$500/$795; Cinema 4D Broadcast Release 18: $1,695/$400 /$795; Cinema 4D Prime Release 18: $995/$250/$395. Another interesting option is Maxon’s short-term licensing in three- or six-month chunks for the Studio version ($600/$1,100) and 75 percent of the fees you pay for a short-term license can be applied to your purchase of a full license later. Keep in mind, when using such a powerful and robust software like Cinema 4D you are making an investment that will payoff with concentrated effort in learning the software. With a few hours of training from some of the top trainers — like Tim Clapham on, and — you will be off and running in 3D land. For everyday Cinema 4D creations and inspiration, check out @beeple_crap on Instagram. He produces amazing work all the time. In this review, I tested some of the new updates to Cinema 4D Studio R18 with sample projects from Andy Needham’s class Cinema 4D R18: New Features and Joren Kandel’s awesome website, which offers tons of free content to play with while learning the new tools. Summing Up I love Maxon’s continual development of Cinema 4D in Release 18. I specifically love that while they are adding new features, like Weight Painting and Update Knife Tools, they are also helping to improve efficiency for people like me who love to work in Cinema 4D but sometimes skip it because of the steep learning curve and technical know-how you need in order to operate it. You should not fear though, I cannot emphasize how much you can learn at Cineversity,, and on YouTube from an expert like Sean Frangella. Whether you are new to the world of Cinema 4D, mildly experienced like me, or an expert you can always learn something new. Something I love about Maxon’s licensing for education is that if you go to a qualified school, you can get a free Cinema 4D license. Instructors can get access to Cineversity to use the tutorials in their curriculum as well as project files to use. It’s an amazing resource.
  43. 2 likes
    Hi. Re comeback. That all depends on Maxon and The Foundry. I use whatever 3D software that I think meets my 3D needs. Currently that's Modo. The last 2 releases of Modo were pretty good so I'm happy to stick with it. Now if Maxon completely replaces Bodypaint with a complete rewrite, makes C4D a lot quicker, Nodal workflow for materials and some modelling enhancements I would have to give serious thought to coming back. Sadly for Cinema 4D users I doubt that R19 is going to be the big and long overdue major upgrade that many want. Modo equally needs some serious work under the hood as it's pretty slow with lots of objects and slow at deforming objects.
  44. 2 likes
    Right sounds to me its not weighting as this does not effect the dynamics, its only effects how one bone deforms the verts its weighted to. Im sure what your looking for will be in the dynamics, let me have a look. Right im back. Yea in the Dynamics properties of the IK, under Curves, there is Rotation curve. I added a knot in the curve and sloped it off, and it seems to have the effect your after, give that a try. Dan dynamc ik ends only.c4d
  45. 2 likes
    there are a couple of good rock generator plugins/scripts for c4d that you may find useful, see if i can find the links -Edit heres a download link and a tutorial should work with R18 also, although it says you're using 17
  46. 2 likes
    below the FFD , add a Random effector and change the deformation mode to points and play with the effector settings until you get a nice result
  47. 2 likes
    The problem seems to be with the tracer. I messed around with it as well. And caching(bake) the dynamics in the project settings together with changing the tracer type to b-spline or bezier from cubic seems to give me the same results in the picture viewer.
  48. 2 likes
    you can combine the mesh into a single object, yes. That is done by doing a connect objects command (select all objects you want to merge in the Object Manager, right click and choose Connect Objects or Connect Objects+Delete). This will result in a single mesh (will get rid of your primitives as well), but it will NOT remove overlapping mesh. There is no straight forward way to do that sort of thing in C4D. You'd be better served to do that in Zbrush using Dynamesh. If you just want to scale everything, try creating a null, and make all your objects a child of it (forgo the connect object-you most likely don't need it in this situation). Make sure you're in Model Mode, and adjust the scale of the new Null you created, which will then adjust all the child objects, while keeping the primitives.
  49. 2 likes
    New Nike project online - more variations and gifs on the link! NIKE • Ultimate Deception
  50. 2 likes
    Thanks for this, 3DKiwi, awesome tutorial. (Please make more!)