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Showing content with the highest reputation since 12/07/2019 in all areas

  1. 5 points
    I’ve been a long time lurker and want to devote my first post to praise MAXON for the amazing job they’re doing with C4D. I’ve been using C4D professionally for many years now and it is simply a pleasure to fire it up every morning. I really like it because: 1) I make a good portion of my income with it as a generalist 2) It is intuitive, powerful, versatile, elegant, stable and multi-platform (I use it on a mac) 3) Works really well with After Effects. 3) There are a tone of excellent plugins and render engines that complement its feature set: Arnold, Redshift, TurbulenceFD, X-particles, Realflow, etc… 4) Great community of users, lots of tutorials (love Cineversity) and good technical support when I need it. 5) I see C4D constantly evolving in the right direction. I know many cafe users have strong opinions about where the software should be heading, but I like what I’m seeing so far. It is true that for a number of years, while the new core was being developed, some important tools aged, but even so, the updates we got during those years contained very useful new tools that I use often, like the sculpting tools, the 3D tracker, team render, takes, tokens, Voronoi fracture, PBR workflow, Substance and Houdini engines, and oh yes… the cogwheel splines And in these last couple of releases, I’ve really enjoyed the speed gains, UI redesign, volume modeling, node-based materials, fields, etc… I'm also glad there are more options now to pay for the software, but I really hope MAXON keeps selling perpetual licenses for a long time. So congratulations to the MAXON team and Dave McGavran for the excellent work they’re doing. I’m really excited about the future of C4D.
  2. 4 points
    Hello peeps! This is our first ever course about creating styleframes using Cinema4D / Octane / Xparticles etc. More than 8 hours of content with a mix of both theory and technical stuff. Check it out https://www.yeti-courses.com/ trailer:
  3. 2 points
    @FLima RE: bendy bones Indeed, this option is convenient. However, with this high level option, it comes with a price. You can't customize it per se. You are stuck with the provided options, which might be what you want. Problem comes in when you merge your custom tools with the built-in high level tools. It is either you will confirm your custom tools to the existing one or create an entirely new bendy bone system. Anyway, to be a technical artist, you need to learn both. RE: I feel that the weight paint and bone Hmm. Personally, I still prefer C4D. Correct me if I'm wrong there is no built-in way to export/import weights in Blender. You have to write a script to do it. You can't also import curves in Blender from other software. So for instance, you already made controls from other DCC and want to port them to Blender, you basically need to recreate them from scratch RE: C4D Object Manager. I agree. Blender 2.80 outliner is counter intuitive. That said 2.81 Outliner is way, waaaaaaaaaay better
  4. 2 points
    @FLima I have rigged some Blender models in the past month since client is a Blender user. All I can say is Blender should remove the "modes" on rigging/animating. It's annoying. I have a rant on it on the Blender forum, so I made my peace. Other than that and mograph, Blender is pretty capable. Animation playback in Blender is relatively fast because it uses only one animation data for the whole rig/armature. So it will only load one data for the whole rig rather than several data for the whole rig. That said, it has its own separate API, so it becomes cumbersome not to the end user but to the technical artist (like me). Ugh.
  5. 2 points
    Hello all wanted to share this project I did in August/September for Cirque du Soleil's new show, Axel. I used cel shading for everything, with linked materials via expresso (to copy the cel shader's settings to all the other materials) And well, lots of mograph hehe I still had only the R18 license, so a lot of things would've been MUCH simpler with R21's capabilities of having different falloff in single mograph effects. But it was a cool experience regardless. For the final render, since I wanted to give it a videogame/pixel art look. I removed all the anti-alias from the standard render, and rendered a tiny image of 288x145 and stretched inside After Effects without anti-alias. It was literaly the fastest post-production process thanks to this neat little trick when working with pixelated style Let me know if you have any questions on how to achieve similar effects, nice combination and workflow with cel shader for production, etc.
  6. 2 points
    The company I'm currently working for are looking for someone for a full time position doing 3D animated graphics, £25-£50k (largely depending on ability and experience) just north of London in St Albans doing motion gfx in the tech/computer/medical/toy industries. Octane and after effects beneficial but not essential. So long as you're competent and can get the job done. Scope for doing other varied jobs whilst here; video editing, filming, foreign travel for clients. Drop me a mail if you'd like more details mash@3dfluff.com
  7. 2 points
    That is interesting... havent tested yet. Will test it during this week and I will let you know!
  8. 2 points
    @DMcGavran Just to throw in my 2 cents here as someone who has primarily worked in c4d education for the past 17 years and has worked across numerous training centres in the UK. You need to consider that c4d needs to compete with other apps for the training centre's time, advertising budget and harddrive space. Every training centre needs to teach the big apps to bring in the bulk of their money, MS office, operating systems, the adobe suite, workpress etc. The centre will then have an extended range of apps to teach, this is where your 3D, CAD, music, programming etc come in. The training centre has to pick from within these, they can't just offer all software and teach it as the classes get booked. For one thing a full software install these days can easily top 20-50 gigs per app. Multiply that up with everything and you're constantly hitting the 1/2tb SSD caps that a training machine will have. Then also consider the cost of advertising the courses, you need to concentrate on certain apps to break through the noise. Then consider cost, which is the course most likely to turn the training centre a profit; the cost of maintaining the app is a huge incentive as to whether they offer an app at all. Many apps are free for the training centre, many more are small token administrative costs and arent there to turn a profit for the software house. Last I checked (2018), the uk prices for training centres were going up. To the point where 2 London training centres now use pirated copies, 2 have dropped c4d entirely and now offer just max and maya and a couple more I know are re-evaluating whether they teach it at all. Compounding this is the fact that training centres used to make some extra cash by selling licences at the same time as the course. One of the places I worked at has told me they no longer do this as MAXON uk doesnt consider them worth their time or effort and has slashed their percentage for sales. IMHO profit training centres should have been treated the same as any government educational institution. They both teach, they both make a profit. The only difference is that one gives you a fancy overrated certificate at the end. Every advert for c4d training is an advert for c4d. Every person taught is a new c4d customer. Plus you're competing with other 3D apps for the training centre's attention. TLDR; imho education of any sort isn't the area you should be looking to profit from. The profit further down the line from an educated and growing customer base would outweigh anything earnt from the educational institutions.
  9. 2 points
    So any timing for the release? I would love to unwrap a few things during my holiday and I’m not talking about Xmas gifts.
  10. 2 points
    Dave is drunk posting again
  11. 1 point
  12. 1 point
    We will allow a transfer of r21 perpetual. We are close to uploading the information on the site. It is a different process than in the past. More info soon.
  13. 1 point
    https://www.humblebundle.com/software/professional-filmmaking-tools-software Humble Bundle is doing a deal: get HitFilm Pro, Ignite Pro, and various other goodies for a mere $30. Yes, it is the latest version. And you get to keep it forever after the one year of updates.
  14. 1 point
    Looks really nice! Might get in the future to use with Blender and Max.
  15. 1 point
    It is very good to get an inside perspective of the software, from someone who is more experienced with it than me! Thank you Yeah, I can see that these modes are a bit weird to be honest... but I do like the idea of being able to move the bones of the armature in edit mode sometimes (and even changing their type! Like bendy bones!!) and it doesnt mess up the whole rig.. For some weird reason, I feel that the weight paint and bone structure is more effective in here than in C4D. But I might be wrong? But I really, really love C4D's object manager... It feels so more intuitive and well.. mograph But I think, having a different option is always good for some specific things.
  16. 1 point
    Love it! The pixel / retro look is really, really well made, especially the reduced color palette. Are you able to show more of it, like full size animation via YouTube / Vimeo instead of those *.gif files? Really interested to see how the effect looks uncompressed.
  17. 1 point
    In case it stops after one second you need to unclamp the field list.
  18. 1 point
    Thanks for telling us about your experience.I am planning to start learning Blender again after the new year. I have three C4D projects going now but I need to think of a simple Blender project to get me motivated. The C4D viewport slowdown while animating characters has been a big limitation for me and a source of frustration.
  19. 1 point
    omg.....! Thank you Bentraje! I had no idea haha! Wonder how it is to work on this way!
  20. 1 point
    Wow, thanks so much for the detailed explanation. I knew that my approach was wrong. I’m not blaming the SDS in any way I was just expecting too much from a badly made shape. I will try this out tomorrow and write back if I struggle somewhere. Thanks again!
  21. 1 point
    Apparently there's some issues with offline help on Mac. We're chasing them down. Stay tuned.
  22. 1 point
  23. 1 point
    thank you for your answer. it s all fine now
  24. 1 point
    Thanks DV will check it out later and have a good look. Cheers
  25. 1 point
    Hi, if you do a preview it looks fine. if you bake both tags simulations it will show the collisions. The only thing i suggest is to create another cylinder larger then the collider cylinder, and hide the original cylinder from render, this will cover the fluid that is braking through the mesh. Or make the cylinder walls thicker.
  26. 1 point
    Ok, not to end on a negative note with C4D... Blender doesnt have dynamic IK for bones haha And it is so muuuch simpler in C4D! If you try to find tutorials on how to make bones behave dynamically in Blender, tutorials are around 20-40 minutes, and there is a reason for that. It is such a combersome process... So yeah, not everything is perfect with Blender.
  27. 1 point
  28. 1 point
    Hi, first: your low poly model is not really fitting the highpoly very well. The guards low points a not matching with the high points for example. Snap the low onto the high. Same with the blade. Second the low poly shape is maybe too low. You do not really fit the form of the high poly for example on the grip and the blade. The low mesh should match the high silouette as best as it gets. Otherwise it leads to problems because the distances to bake between the meshes are too far most likely. Substance Painter has a brilliant baker for high to low normal maps etc.. But you still need to help it with clean fitting models ;) Another tip: you are wasting a lot of uv space. They say you should cover at least 70% in game models. https://www.youtube.com/watch?v=5e6zvJqVqlA
  29. 1 point
    thanx a lot guys, it a more or less what I also did, but I couldn't find out a good angle/rotation of the deformer, so your file is very useful do u know a way to avoid the conpenetration of the surface?
  30. 1 point
    You shouldnt have to. What version of MD are you using, what are your steps. I will try to run my workflow from memory in case you missed anything. 1: Model, and upload character to Mixamo. 2: Download T pose and animation fbx from Mixamo. 3: construct the animation with T pose on frame 1using motion clips. 4: take note of project, and render frame rates to make sure they match. 5: export fbx animation from C4D. Import it back to make sure its playing the same as the one still in scene it was exported from. 6:Import into MD, make clothes. If the model in C4D is going to have a SDS tag on it apply smooth to model in MD, feature not in older versions. 7: check frame rate in MD that it matches C4Ds. Simulate cloth, export cloth as Alembic. 8: Import cloth back into C4D, it should play fine with no intersections. PS: also worth mentioning that you can add skin thickness in MD so its not too close to skin. What can also cause issues is if your model is smooth in MD and not in C4D or vice versa. Iv just gone through a project from beginning to end in R21, Mixamo, and MD 8 and had no issues with intersections.
  31. 1 point
    Realfow is mainly for water simulations but can also do rigid/soft body simulation. At least for the main Realflow software. The main flaw of XP's rigid body system is its particle based. It's ridiculously slow. Having a bullet system or any tried and proven system should be more viable. Look at the forum. It's littered with questions with rigid body problems. It works with "non" conventional applications which is the forte of mograph but other than, its a pain.
  32. 1 point
    Hi,I have a feeling it was made like this:
  33. 1 point
    Hi Check the frame rate o your project against MD. I found there is a setting in the Alembic that can mess things up called Interpolation. Its been ages since Iv been through this so give that a try. My workflow changed with each version of MD more so from v4 onward. Without looking at the complete process and the file its guess work. Dan
  34. 1 point
    Thanks, as always for your detailed response. It's invaluable to imagine the thinking behind, as well as to see the mesh. For instance I see now you can split a quad into three quads, who knew? I will plod on and report back with my next roadblock...
  35. 1 point
    Hi, Target file is not in current path, you need to put file inside "tex" folder and reload it from there. Dane
  36. 1 point
    People do manage to make some cool stuff, but you have to fake it somehow.
  37. 1 point
    Hello and welcome to the Cafe. You mentioned Medical devices which says to me hardware equipment, so this would be hard surface modelling mainly. You may need to tell us more on what you mean when you say " to sketch out against premade anatomical objects" The anatomical objects I assume here is Organs if so we are looking at Organic modeling. You use some additional methods between Hard surface and Organic modelling. How accurate does the designs need to be pure visualisation or cad precision? Your be able to view them on PC right away, but I not sure on the process for VR,its not my area. 3D modelling does take some time and guidance, but its worth it if you have the time. If your pretty good around learning new tech and around computers, as well as having some artistic skills it will make it easier. I would need to see the kind of things your wanting to make, but it can take years to be a good modeller on more complex objects. Dan
  38. 1 point
    So, your problem is in geometry of text. If you look carefully in first picture, there are very long polygons which create those 2 parts of text. Basically, soft dynamics works best with even geometry. Changing parameters of intermediate points will help much more to dynamics... But at the end, maybe the best solution could be retopo whole text to polygonal object with even distributed mesh as posible and dynamics apply on that object. (Ofcourse in case you don´t need it keep setup parametric...)
  39. 1 point
    I you want, post scene file. ...sometimes scene file needed to check/help...
  40. 1 point
    My cynical side thought that perhaps a feature was being held back from the main release.... with it being added to the subscription release as an incentive to get people on that train. I dearly hope that is not the case.
  41. 1 point
    A new UV editor ("U haVe ...")? About time. Now I can finally stop adding features to Seamilar.
  42. 1 point
  43. 1 point
    Thank you MAXON! It's really nice to know we've been heard. So so glad that you have returned one of the features that separated C4D from the crowd xx
  44. 1 point
    I want to learn Blender as well. I have a license for R21, but cannot use it, as I only have a Vray license for R20. I mostly work with R18 today, as I have some other plugins that would need a new license key for R19+. R18 is still working fine. I do not miss the new features since R18 a lot. On the other hand, there is a Vray plugin available for Blender, which means that Blender may be a competitor for all kinds of CG software in future. Functionality can be added easily in Blender, as the source code is available. I see interesting times ahead.
  45. 1 point
    I had a go using IK dropbox
  46. 1 point
    Hi, I made a quick tutorial on texture synthesis with python out of Cinema4D: https://youtu.be/xIiQYnvCVjw I'm hoping to take this further, to speed up the algorithm significantly and build in some more features. I hope you enjoy it! Let me know your thoughts! Cheers, Marco
  47. 1 point
    Santa is on his way: LINK
  48. 1 point
    Seamilar 2 is nearing a 3-year development birthday, having reached version 2.9 and with over 26000 views (see here) I guess it's time to turn the page, and start a new topic. I will refrain from going through the details again, but for the time being my main development version of Cinema 4D will be R20. With support for earlier releases, back to R16. As well as the latest R21 release. Both Windows and macOS are supported, for as long as possible. I will be looking into providing a final maintenance release as version 2.9x before jumping into designing its sequel: Seamilar 3 More news to follow ...
  49. 1 point
    I switched form LW3D o C4D with release R14 I think. Had a good deal on Studio bundle and have paid the yearly MSA to stay current. The last few years I've done it but not massively benefited from the new features – apart from a bit of novelly interest and some fun tools. I can afford to pay the MSA, but it's getting tougher to justify as I'm not a professional artist – although I wish I could get some CG work. Persanally I think the MSA is a a tad on the high side, but I loathe Adobe's rental system, so am okay with the current yearly upgrade. I will say that with the likes of Blender 2.8 now around, MAXON really has to put some effort into making the app better. It feels like it's falling behind in some areas, like display, handling of large datasets, rendering speed (not everyone wants a third-party renderer bolted on, although it now seems inevitable). But I do like C4D and am keen to see how it will evolve...
  50. 1 point
    Athanasios Pozantzis‏ with help from Donovan Keith created a free Python Effector that allows you to Shuffle Clone IDs to work with the Step Effector. Mini manual: Open file, select "Shuffle Index Effector", go to "Random Index" tab, figure the rest out. Download https://www.dropbox.com/s/lg8xx13sbv2lw2a/Index Randomizer Python Effector v0_3_0.c4d?dl=0



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