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Showing content with the highest reputation since 04/25/2020 in all areas

  1. 7 points
    Hi guys! My 2 cents on the topic: https://pbs.twimg.com/media/EMfgEuGXkAIr0tj?format=jpg&name=900x900 Besides the jokes, I think Cinema 4D is one of the greatest software that I have used and now is affordable even for my location. When I open Blender, all the navigation and stuff make me feel I got into LADA car (it is old soviet cars)it can drive you in every place but in the most uncomfortable way, when I use Maya, I feel like I am driving Alpha Romeo - beautiful but it breaks every 10 km., when I use 3Ds Max (my first 3d app) I am feeling I am in a tank - I have 2 handles for everything, when I use Houdini...well like I am in CERN, I am accelerating particles to make a cube, and I accidentally make a hypertorus packed with monkeys, which are consumed by the black hole that also accidentally appeared...I end up making the cube with real paper from the garbage in the post apocalypse world that I have created. when I use Nuke - I am using BMW, cool but too expensive and in the winter you don't go out with it... and when I use Cinema 4D - I am in a AUDI! Feels good and takes you where you want to go! The grass is not always greener on the other side!
  2. 6 points
    For the hobbyist who has never made a dime off of the software, annual maintenance costs do add up but the beauty of maintenance over subscription is that you are actually "owning" something at the end. With subscriptions, what I was once paying for maintenance now just gets me a right-to-use for a limited time (1 year). As you don't own it, once you stop paying it goes away. I would imagine that most digital enthusiasts like myself probably have X-Particles or some other 3rd party renderer or any other plugin that has maintenance programs (DEM earth, etc). So when C4D was pre-subscription, you were paying $720 for C4D, around $300 for the Insydium maintenance programs, probably another $300 for your favorite 3rd Party Renderer, and you could easily set aside another $100 to $200 to support any new releases or updates from your favorite plugin developers. Plus, you probably are going to want to keep your hardware up-to-date and plunk down close to $3000 every 5 to 6 years for a new computer/monitor, etc. Therefore, for a hobbyist your annual costs to keep your software and hardware current come to easily ($720+300+300+200+$600) to over $2000. Do that for 10 years and it is like owning another car (we do keep our cars for 10 years). But with software under maintenance, every year it gets up-dated. Under a maintenance program, should you want to stop paying for maintenance, you leave the program with the latest and greatest of everything because everything still works. If you did 10 years on subscriptions and decided to leave, you have to go back and hope your last perpetual license from 10 years ago still works on your current OS or GPU. For any new plugins purchased over that 10 year period, there is no guarantee that they will work with your last perpetual license. In short, you are still paying the same amount as with maintenance plans, but should you leave a subscription program after an extended period of time you may not even have an old car to go back to...you could have nothing. So going on subscriptions in year 1 does not bother me....but I think long term. What if 10 years from now and thousands of dollars later I decide I can no longer afford this hobby. I then have nothing. That is what really scares me and that is what makes me think about leaving it all now and going to Blender. Yeah I lose all that time with training, etc. but why invest long term in something I feel financially locked in to. "Stop paying and it all goes away" - that's not a good feeling to have with something that is supposed to give you enjoyment. This is a hobby to me after all. I do love C4D. It is an awesome program in more ways than one and it is on a good trajectory. But so isn't Blender and Blender does not make me feel trapped. If there is any plan in the works that says "stay on subscriptions long enough and you won't leave empty handed", I would be all in as that is a win-win situation. But I don't think MAXON is thinking as long term as I am. Dave
  3. 5 points
    just uploaded a compilation of all the toon FX setups i've done to vimeo
  4. 5 points
    When the ball rolls, the table tilts. There's no hidden rim to keep the sphere from falling off - just math scene file https://www.dropbox.com/s/5bmrfpg19q058oq/balance.c4d?dl=1
  5. 4 points
    Cinema 4d has good tools for rigging. Besides 3ds max and a bit of maya i dont know much about other packages but i feel very confortable rigging in this one. Obvisously i would like some improvements in the skinning system, maybe a multi layer system for the weight painting and a better constraint system that wasn't much of a drag with priorities. Unfortunately i'm mainly a generalist and i only rig occasionally, so there are a lot of skills (including learning python) that i miss. However it's good to work in a system that have such potencial and it helps a lot professionals like me that are not fully dedicated to rigging. For example i watched some rigging maya tuts and i find that if your are not a python user, you don't go very far... Perhaphs blender is better, but like i said it before, don't know it very well. Another thing that i really like is that we can mix mograph tools with rigging tools and provide some cool effects, and i dont see this kind of interaction in other packages. Here's a an example of some of those rigs i've worked, and to show that c4d is a good tool to use. A lot of xpresso but no python at all. enjoy:
  6. 4 points
    I feel the need to explain my Avatar then -- "Blender Gives us Options". I am not a Blender evangelist but changed my previous Avatar (I think it was a picture of me and John Knoll) when MAXON announced their subscription plan and hiked prices again. I have nothing but admiration for the developers, project managers and the software quality team (the unsung heroes of the MAXON corporation). But as a hobbyist, I fear that MAXON's subscription program and higher cost of perpetual licenses over the previous MSA program is hurting the hobbyist. This did not sit well with me as a loyal Studio user for the past 10 years. The hobbyist wants to own the software whereas the commercial user wants to lease it and their pricing programs favor the commercial user. Therefore, MAXON has forgotten us and/or taken us for granted. So the point of the Avatar is to serve a reminder that MAXON should NOT take any customer for granted because Blender is becoming a force in the industry. For me, C4D is on a tremendous trajectory and I am excited about its future. I just hope I can afford to be part of it. Dave
  7. 4 points
    i‘m using complex facial rigs in production, it works perfectly, also for rendering on farms. a lot of xpresso involved. i‘m not experiencing that mess you‘re talking about at all. xpresso is a good thing, it allows you to create complex dependencies you just can‘t get with constraints alone.
  8. 4 points
    We don't have a price for an upgrade that doesn't exist yet. We will make the price list for the next release as we get closer to that release. However, I have posted multiple times and place that it will be inline with this years non MSA price point which is 850 Euros (different price in different currencies). There really honestly is no confusion here. A reseller can't offer you a price for a product that isn't for sale. Cheers Dave
  9. 4 points
    *headdesk* I swear, threads about justified criticism always get derailed and mutilated and twisted until the original complaint is no longer even recognizeable. Marxism, now? Really?
  10. 4 points
  11. 4 points
    I honestly want to believe Srek....I seriously hope that MAXON is trying to repair the trust that was lost in their confusing roll-out of subscriptions. Unfortunately, after 8 months with nothing done to rectify the situation, you can only conclude the following: MAXON's goal is subscriptions for all. MAXON only wants to discourage perpetual licenses. Withholding Cineversity from perpetual license holders is one indication. Calling S22 a "different" piece of software to get around the agreements in everyone's R21 MSA agreement is another. Sorry...it is the license server that makes S22 different than a perpetual upgrade from R21 to R22 - not the software itself. How far MAXON wants to discourage perpetual licenses remains to be seen. That can be the only reason why there is so little communication on perpetual upgrade pricing. I don't buy that they are working through the complexities of licenses management....it has been 8 months after all. If they can release a new version of the software in that time, they can work through a license issue. Now, if you agree with these conclusions then you also have to ask how many perpetual license holders will this impact? What makes up a perpetual license holder? Would multi-seat DCC firms continue with the higher costs of maintaining a perpetual license or switch to the lower cost subscription model? Probably not. I think tax laws also favor subscriptions as they can be expensed in the current year whereas perpetual licenses, as a fixed asset to the company, need to be depreciated. Not sure but the point is that DCC companies are probably in favor of subscriptions. We have already heard the sentiments of single user perpetual license holders who use C4D to make money. Hey....to them it is just a higher expense that they can pass off to the client and that higher cost is NOT that significant. So who gets hurt? The hobbyist. Especially the hobbyist who has invested a lot in the C4D ecosystem of plugins, tutorials, texture sets and models over the years. We don't like subscriptions because we have paid dearly over the years (especially Studio owners) and should we fall on hard times, we don't want to lose everything that took us years of our time and our hard earned money to accumulate if we can't make a subscription payment. And honestly, I think MAXON knows this. But I also think that we are not that significant a portion of their user-base for MAXON to worry about. Our business does not mean that much to them. We are probably the last barrier to their long term goal of subscriptions for all anyway. If they can't get us to subscriptions, then no tears would be shed in the MAXON offices should we move to Blender. Is this all "supposition"? Absolutely! But it is based on evidence and actions taken to date. If anyone has any other rational to explain MAXON's actions, then please speak up -- provided that you have hard evidence to counter my conclusions that there are hard times ahead for the C4D hobbyist. But all is not lost for the C4D hobbyist. There is Blender. The Blender development group moves at light speed. While the UI is a bit quirky, they do have a budding object manager that is starting look very C4D-ish in its design. For me, what keeps my from deep diving into Blender is the UI. What keeps me using C4D is Insydium. I believe that over time Blender's UI will only continue to improve and probably faster than we anticipate now that the ground work has been laid down with R2.8. Now, as Insydium already has one foot in the Blender world with Cycles-4D, my deepest wish is that they are looking at the huge ground swell of support for Blender in the DCC marketplace and thinking about moving X-Particles to that platform as well. That would be a huge market for them and free's them from tying their future to the actions of MAXON. As Nigel is fond of saying: "fun times ahead". Dave
  12. 4 points
    I think the biggest issue is that many long time customers just feel betrayed and undervalued. Some people spent thousands upon thousands of dollars over the years on their software (which is fair enough). Then subscriptions come around, just as suspected, and everybody that has been a long time customers gets a measly 20% off their subscription for two years, and they lose their R21 perpetual in the process. Doesn't matter if you've been customer for ten years or two. You have R21? You get 20% off for two years. It does not affect me personally since all I ever use are licenses that are provided by my workplace but I can see how people are disappointed by that. While I ultimately think having the choice (important) between subscriptions and perpetuals is a good thing, the way the transition was done was just not great at all. To add to that, apart from being a student you have no way to get cheap access to C4D. As much as I'd like to say yeah, subscriptions make it easier to get into the software, it is still ~700€ a year (if you take the yearly subscription upfront that is). Otherwise, if you take the real monthly subscription, you end up with 1200€. That is almost double of what they ask for if you pay "monthly". For a hobbyist that is a lot of money. I think many companies, like MAXON, severely underestimate the threat that is Blender. They might make more money in the short term, but many many up and coming 3D artists will just grow up with Blender and never switch to anything else unless they absolutely have to due to company requirements or something similiar. MAXON is gimping themselves hard by not offering a more affordable option for people to learn and bind themselves to C4D. I'm not a businessman, but I have a hard time wrapping my head around how this is supposed to be worth it.
  13. 3 points
    Hey! Actually my technical references are pretty basic. i've watched some tutorials for maya, mostly about multiple joint chains in character limbs and such. From there i learned to replicate that in c4d but those were technical concepts since i've no intereset to work with maya. i've also checked some tutorials from cineversity but i found those a bit superficial. Cinema 4d has some interesting rigged human models you can find in the content browser, plus they added some cartoon models from Ace5 Studios that have a different type of rig, much simpler, and also a facial rig that is very cool to learn. I usually break that into components and do some revearse engineering. That's my way to work. For the bird i used this video from The Mill just for inspiration. It's just a breakdown so they cut out all tech parts. i also found something about the mechanics of wing feathers, but never related to rigging and absolutly nothing in c4d. The guys at the Mill made an incredible work and we tried to do our best. https://www.youtube.com/watch?v=tkagLUbs95Q In the end our bird was like this: http://glimpsevfx.com/portfolio/leroy-merlin-robin/
  14. 3 points
    you mean those glitches?
  15. 3 points
    I used to come to this site all the time back in the day. The people here helped me a lot and I have in turn hoped to have helped lots of people. I guess it is that, plus nostalgia that brings me back, and hope that the next version of C4D will finally be the big one. With every release though still no big one. The reason I'm pushing it here is to help others find the wealth down a different path. One day they will realize they were starving for scraps when they could have been feasting like kings. All the road blocks that C4D put up for me are gone with Blender. I'm having more fun with 3D now than I've probably ever had in my life. I wish others can also find their 3D joy no matter what programs they use.
  16. 3 points
    I start off with a hexahedron sphere with 8 segments, I then cut it in half so you're left with a hemisphere shape. You could also use a cylinder for this. I then extrude it to the desired length. I then duplicate that 4 times, Rotating them slightly until they're in the desired position, Then change the length, Thickness etc accordingly. I then drop in an 8 sided disk, Make it all quads by removing the 4 diagonal cuts, Do an inner extrude and delete the centre then extrude 2 edges ether side of the disk around to make the outside of the hand. You now have the basic hand shape. Just a matter of connecting all the pieces together and filling in the top and bottom with polys, And extending the disk into a wrist. If you align everything carefully you should have the correct amount of segments to connect most of it without having to create loads of additional cuts, Although you will have to make a few. Then just add some additional cuts for the joints and the finished product should look something like this, Although i'm sure you can do a better job than my rushed attempt.
  17. 3 points
    Hey there, there is a bunch of questions! Not sure I can answer them all but I will do my best according to my personal experience. What's a good rule of thumb for when to model the clothing into the character and when to simulate cloth dynamics? This depends a lot on what are you going to use your character for. I avoid as much as I can cloth dynamics since you cant predict exactly where things are going to go, how it will bend, etc... requires so many tests and interations, and the result, can vary. For me personally, if it is not a long dress, that needs to 100% behave like a cloth around the legs, etc... I keep it as normal polygons, under the influence of the main rig. if there are specific folds or parts of the cloth that needs a bit of bouncing, like a cape, etc.. I solve it with extra bones and make their IK dynamic, so you can predict a lot better how it will behave. In the case of cloth dynamics, are any of you using Marvelous Designer? It's pretty expensive for me at the moment. Can Cinema 4D's Dress-O-Matic & Cloth Dynamics get similar results? I'm not experience with marveleous designer to be honest But it is one of the top industry choices for cloth designing for a reason. But I am a firmly believer, that even though the process might take longer, it can be done inside C4D too, with more experience, etc. If you want to create folds in a surface, like a piece of cloth shrinked together, it can be done smoothing modifier and magnet tool with some specific settings, given you have lots of polygons to work on the cloth surface. In the case of modeling the clothing into the character, how do you typically handle the body geometry? i.e. if the body is covered by clothing do you keep the underlying geometry and weight both the body & clothing or delete the covered geometry? If it will be used in animation, and you want to be free with any movement, for sure, hide the geometry that will be covered by the cloth, so you avoid the geometry underneath to pop out when you bend the elbow for example. If you use the hide polygons command in C4D, it will hide it on your viewport, but will still render it out. The trick I use is to create a transparent material, with zero refraction, and create polygon selections of the parts of the model you wish to hide... and apply these materials for those parts. Never delete geometry from a character since you want to have freedom to do whatever with it afterwards (maybe one day he/she decides to skinny diving one evening ) In the case of modeling the clothing into the character, How would you mimic the bunching of the fabric in the elbows and knees? Pose Morphs? Displacement maps? Pose morphs can for sure help to define how it will behave, once you bend the knee or elbos, etc... This wlll depend a lot on the effect you want to achieve. For a lot of things I do, I paint the folds and wrinkles on my clothes inside the texture painting software, and export a normal map from those, so I can still keep my low poly flexibility inside C4D, but when I render it out, it has nicer details. If you want physical changes, folds, etc.. you will need to increase the number of polygons, and use a trick I saw the other day, with the smoothing deformer and paint the folds, by pushing polygons using the magnet tool brush. I will try to find the tutorial and post it here (I only discovered this 2 weeks ago!) How do you typically handle ornamental geometry like buttons, patches, badges? So far I have tried Skin Deformers (copying the weights tags with VAMP), the Surface Deformer, and Constraints. I would like to hear others' approaches to this. This can vary a lot, and it depends on a series of factors: how big is the object you want to attach, how it will behave, etc. For me, generally, I always try to skin things together, so I dont have to worry about forgetting one thing, etc... if it is a patch that will go alongside of a shoulder, it needs to be under the same influence of the rig. You want it to fold it following the arm movement and the distance it has to the elbow, etc.. so the skin deformer is usually the best solution. If it is something that the character has on its hair, but it is sticking out.. or the chracter is holding, like a gun or a lollypop, the constraints is your best friend. Just make sure to place it properly on the hierarchy, and give it the right priority for calculations, so you dont get weird delays, when the character moves its hand, the gun will need to calculate some extra time... So yeah, in summary, when I rig my characters, I like to think I am working more like a game developer. I want to have control of thing things my character will do and where it will interact, so I can easily loop and pick appart animations. Dynamic bones for me all the way Hope that helped!
  18. 3 points
    I played around a bit Moneythrower.mp4 Moneythrower.c4d
  19. 3 points
    Another adventurous Blender user here! Been playing with it for a few weeks now. And now I'm even using it for a paid project, using Eevee to render an animation that would otherwise take ages even with Octane... You know, it's really really tough to learn a new 3D sofware after 25(!) years with Cinema 4D! But for some strange reason I actually enjoy it... It's so different from Cinema that it's like starting from scratch (all the background knowledge helps of course, I learn much faster than a true beginner). Brings me back to how it all started for me. The noob fase! Constantly hitting brick walls but not giving up and googling and youtubing (well not back in those days haha, I actually had to read the manual) until you find the solution (or a workaround) and you just keep going. I kinda stagnated as an artist for years but now I'm forced to learn how to use nodes properly and make nice materials, it's about time. I relied on Cinema's "easy mode" for too long. And making pretty stuff with Eevee effortlessly is tons of fun. Well I hope I'll still be able to afford Cinema in the future when I need it but since I don't want to be that dependent on whatever silly pricing MAXON comes up with next I'll put my bets on something that'll always be free, including 2 awesome free render engines, fluid sim, particles, smoke etc etc (and don't forget the very active community)... For me it's worth it.
  20. 3 points
    Blender is a good software but we have 2 blender users in the team and we will likely all swap to cinema mostly. blender is still free and you can always do something you cant do in cinema if you need. The biggest drawback in cinema for us is the lack of Multi UV editing and relying on a script for face weighted normals and such things (and bad booleans) Working with a modeller on Blender who has always used it, I noticed that it also has a lot of downsides like cinema or any software. Some things you think are given in cinema seem like a godsend in blender. If you want to use a cylinder in blender, then change the amount of sides - you do that once, then its editable when you move it once. You cant stay with primitives and just change their size later without making them editable. Things like arrays are not easily done. These are things where I think "***" - but it also has a lot of upsides clearly. It does feel as if some things are just not possible to do in cinema, but in the last years the gap has closed noticeably and cinema has really gained its own big advantages. So is the other side of the grass greener? Id say definitely no. Its up and downs. Volume builder and fields are a game changer on cinema for us. Cinema has a great hierarchy and makes it easy to change things down the road. Non destructive workflows are really second only to Houdini I would say. Also the cinema UI is the best, making it very easy for me to make a easy to use workspace for the team getting everyone on track fast, while Blender has the worst usability of all 3D apps still, which is the mayor drawback of it. If only cinema had a little more care for realtime. Realtime clearly is the future, and game dev is a big market. If anyone from C4D is reading this, give us multi UV, split phong by UV islands, face weighted normals workflow options and cinema could be amazing for gamedev and any realtime art.
  21. 3 points
    To all MAXON people, I have a simple request: let me upgrade my perpetual R21 license to R2X at the former MSA cost. Just do that, keep pushing your subscription model if you want to, and I think 90% of customers’ complaints will be gone. I no longer care about cineversity (which has been pretty idle for the last 6 months). Oh and watch out for Maya/3Ds max indie licenses at 250$/year. If AD extends its pilot and makes these offers permanent and global, I will switch immediately to Maya. cheers Adrien
  22. 3 points
    Hi srek, thanks for being here to clarefy things. I find it unfortunate, that MAXON is forcing its customers into a position where clarifications like this are necesarry, because firstly it is easy to loose perpetual by just updating and secondly by the existence of different update paths, which are not properly published on the website. So it seems to be possible with an R20 to start a subscription at a reduced price without losing the perpetual license, while there is no such possibility for owners of an R21 perpetual license (without losing the perpetual license). Please correct me if I am wrong. So it is not only because of the unwillingness and lack of understanding of the customers, but also because of MAXON's unnecessarily strict policy that these misunderstandings arise and that the corresponding discussions never end. best regards Jops
  23. 3 points
    Only problem is you´re in edit axis mode. Turn off this icon, then you can in component mode work with model...
  24. 3 points
    wow... that's a bit of an exaggeration i'd say Even though MAXON is trying to scare away its old customers at the moment, it is one of the most successful 3D packages on the market. I have worked with animation nodes and at the moment, like many things in Blender, it is technically very interesting, but all in all not nearly as easy to use as Cinema. Blender is on the right track and if they keep it up it is not impossible that quite some alienated C4D users will switch to blender in the future. But at the moment I personally prefer Cinema for production than Blender. But if everything continues to develop as it has, MAXON should either speed up its development significantly or at least not scare away its customers.
  25. 3 points
    You can use a subdivision surface object to massively increase polygon count if needed (start at L1 though, or your system may grind to a halt). And the curve up to the creases you would control by changing the blur on the lines so that is more exponential than linear. But if this isn't working, there are other things to try... Here's sculpting for example. By using the knife tool and the ctrl modifier we can pull out some quite convincing 'pinches' lines, and you can either draw them freehand with steady-stroke, or you can trace splines, which also works with sculpting.... CBR
  26. 3 points
    Glad I jumped ship when I did. I would expect to get S22 if I had an active MSA. There doesn't seem to be a lot of goodwill extended to existing and longtime users. Out of interest I looked at how much it would cost me to get back into Cinema 4D on a subscription plan. From the Australian Adimex site that covers my region for an annual subscription plan price is 737 Euros or $798 US. Modo's annual subscription plan is $629 US. They also still sell perpetual licences which is what I have. I pay $419 US per year for the maintenance plan that gives me all updates. That's recently gone up from $399 US. Nigel / 3DKiwi
  27. 2 points
    i agree 100% with this statement and i want to add a litte more. Even if the tools in c4d seem outdated (and in many aspects they are) try to check some making ofs from big anmation studios. Most of the time they are using old versions of maya , some of them are like maya 2012 or similar. Of course they have TD's in their pipeline to solve and implement custom tools but the the core is always something that they rely on instead of the newest release. C4d sometimes behaves like houdini. We can try and mix diferent modules to enhance certain capabilities. That means that we have to create most of our solutions and there are no presets for this kind of stuff. I love to mix mograph in rigging. It's just amazing . But there are even more things that are really good: Pose Morph tools are super powerfull in the rigging process and really worth it to explore.
  28. 2 points
    Unlimited geometry and global illumination in real time. This is so impressive I had to check to make sure it wasn't April 1st. Unreal Engine 5 is a game changer. Link to full article Cheers John
  29. 2 points
    first off, i was not involved in this animation. regarding rendering: what are you talking about? this was rendered in a 3rd party engine like redshift, arnold or octane, none of which are available in blender, and are faster than cycles afaik... and while eevee is certainly great, i highly doubt you can get that exact look with it. how many different cuts? probably a lot, that is how you do things in production, not because of any render time related topics, but workflow wise it just makes more sense to split things up in quite a lot of different shots. if you're trying to render out several minutes of character animation in one shot, then that tells me you have no clue about real production workflows. regarding rigging: my own rig preset can do pretty much the same as the one in that short does, i didn't measure the time it took me to get to that level, but we are not talking about how long it takes to develop a complex rig on your own, seems like you're more talking about how long it takes to be able to utilize an auto rig solution. i'm sure the developers of autorig pro or the rigify addon worked months or years on it to get the systems to the current stage. you can learn how to rig a character with the rig presets available in the character object efficiently within a day. if you already know about things like weight painting and stuff you can learn how to use it in a couple of hours. i guess it takes about the same amount of time to get the hang of the process of any auto rigging tool in any app. i can rig a body with usable autoweights in c4d with my preset in 5 minutes. i do prefer manual weight painting though (and btw, while blenders autoweights are good, i would still also weight paint manually in there, since they are also not perfect), weight painting takes me about 20min to an hour for the body, depending on the specifics. when it comes to a face rig, i haven't seen any blender demo or tutorial where the autoweights for a face rig did work out of the box, and the face usually takes a little more time to get the weighting right. i can setup the rig for the face again in a couple of minutes, and spend like 1-2 hours of weight painting, another hour or two predefining some common poses for lipsync and stuff (same goes for blender). maybe autorig pro is a bit more easy to handle than the character object, maybe retargeting works better (which i have no need for, i usually don't work with motion capture data), but i have watched some demos and tuts about auto rig pro, as well as about rigify, and i can't see a huge difference to the character object. the process is the very same, you bring the components in, you place the handles, you bind your mesh, you correct weights, you set up some custom stuff, like backpacks, antennas and stuff if needed. about scale: if setup correctly for the task, you can scale rigs in c4d to any proportion you wish, make your character have giant feet or hands, scale up the torso, any controller in the rig. in blender also things have to be setup right. just because you can scale your auto-rigged characters doesn't mean the developers of the addon didn't have to take care about things so this is possible. again, it's totally fine that you like blender better, if it clicks more with you that's great. just don't spread false information because of your lack of knowledge what can be done and how things should be done. there's enough people and projects out there to prove you wrong.
  30. 2 points
  31. 2 points
    When it comes to taking things up a level from here, to something more realistic this guy's workflow is excellent... CBR
  32. 2 points
    Blender is interesting, and the discussion how blender might help c4d users is too, but this is no Blender forum and therefor we dont have to open a new thread for every blender news that is around. best regards Jops
  33. 2 points
    Hi. With FLima rather comprehensive excellent reply Il try not to repeat the same points if possible. I mainly produce content for animation for others to use, or stills, and hardly for games. I use my own made content for animations within C4D, but use other software to aid the process. C4D the workhorse, Vray, or Redshift for rendering, Zbrush, sculpting, Marvelous Designer clothes and dynamics, Unfold 4D, UVs, Substance Painter, texturing. Photoshop, Post work. Natron, compositing. What's a good rule of thumb for when to model the clothing into the character and when to simulate cloth dynamics? For games you make the cloths as the body, this avoids intersecting geometry issues, and extra work. for animations such as video game cinematics, film then cloth simulation is used but this is when you would rely more on Marvelous Designer. In the case of cloth dynamics, are any of you using Marvelous Designer? It's pretty expensive for me at the moment. Can Cinema 4D's Dress-O-Matic & Cloth Dynamics get similar results? Iv used Marvelous Designer since V4, although Im not a expert with it, No C4D can't match the same or even similar results, but that's not to say you can't get usable results. MD simulation is much more accurate, its way faster, but the huge factor is that its an actual clothing designer not just a simulator. It has buttons, zips, and allows for real time interaction while it simulates. To be fair they are not to be compared, and while it may seem expensive its not for what it does so well. Not such for simulation but it gets used to make the clothes that then get retopologized for in game models too. In the case of modeling the clothing into the character, how do you typically handle the body geometry? i.e. if the body is covered by clothing do you keep the underlying geometry and weight both the body & clothing or delete the covered geometry? Typically you would do one or the other clothes as the body or simulation on the body. If you have both yes you can do like DAZ3D figures have clothes conform to body but its way more work as mentioned already. In the case of modeling the clothing into the character, How would you mimic the bunching of the fabric in the elbows and knees? One of the thing about having tools such as MD is that it can make some complacent in thinking they dont need to understand cloth folds and dont home their sculpting skills in. I would sculpt the folds in and add normal map with good topology to hold the forms putting animation topology as a priority. I attended Zack Petroc Master  Class class when his classes where interactive and live for understanding drapery, its a must, and now as its not live and interactive like when I did it, its now crazy cheap but dose not contain everything I had on the course but the main parts, I paid alot at the time but it was worth it. Zack Petroc works for Dysney, he knows his stuff. Pose Morphs? Displacement maps? Normal maps for games, Displacement maps for stills and some animations sequences. Pose morphs for animations or JCM Joint controlled morphs or as in C4D PSD morphs. How do you typically handle ornamental geometry like buttons, patches, badges? So far I have tried Skin Deformers (copying the weights tags with VAMP), the Surface Deformer, and Constraints. I would like to hear others' approaches to this. Surface deformer is good for objects that must conform, Collision deformer is good for somethings, and constraints. Of course simply weighting 100% hard objects . You use the one thats right for the job. Dan
  34. 2 points
    Yeah so far I've only animated simple stuff, and I'm not a character animator so I hope it won't be quite as painful for me. Indeed I think competition is good for innovation, I also think it's great that so many new people are picking up 3d, no matter what software. I like teaching so that's good for me. I hope people at MAXON are watching closely, there's a lot of opportunities currently for companies to show they care, throw your customers a bone... I'm a fan of paying it forward, that's something that MAXON should really think about instead of screwing over their most loyal customers... It'll pay off in the end. I know there's good people working there, I'm sure they do care. They're just not allowed to post their true opinions on the forum.
  35. 2 points
    Anyone played with this bad boy? Your thoughts? Does it have much more to offer than Turbulence FD or Xparticles in terms of real-time pyros?
  36. 2 points
    Yes, that’s the price we should expect to pay for a perpetual license upgrade. No breaking news here, several MAXON employees posted here and on other forums about this topic on multiple occasions. And yes again, perpetual licenses will die at some point. This is where this industry is heading. Just read the Autodesk earnings report and analysts Q&A to understand how powerful this business model is for software companies. This model works as long as the company has a competitive edge with unique features that other programs cannot compete with. C4D has mograph. That's their captive market. Houdini is just overkill for the average motion designer who integrates a bit of 3D in his/her workflow. As long as they stay ahead in this field, they can charge whatever they want. I’m still ok to pay for now because I can afford it but this program has become highly fragmented and lost a lot in terms of perceived value compared to 10 years ago. Back then I used to have a great render engine and an acceptable particle system with BP, the leading UV/texturing tool in the industry. These modules are now outdated and require external solutions (substance, x particles, TFD, octane/redshift etc), while the price of the program kept increasing. when I read that AD might offer an indie license of Maya for 250$/year (already the case for 3ds max), I cannot help but think that MAXON will have to revise its prices down if they want to keep their indie users, who actually made C4d the successful program it is today.
  37. 2 points
    Thank you Mr. McGavran. Can we get some numbers around point 3. Using the words "pricing similar to last year (non-MSA)" would imply that the cost for perpetual license upgrades would be the same as the non-MSA one revision upgrades which were offered in the pre-subscription era....which is around $995. I think it is $995.....not sure. I am not sure because information on perpetual license upgrade costs are not readily available on any MAXON web-site nor from any MAXON distributor for reasons which have yet to be explained. They used to be there in the pre-subscription era but for now it just says to call the MAXON sales office. If R22 is going to cost $995, this validates my concerns all along....pricing to get people out of perpetual licenses as you are hitting us with a 38% price increase ($720 to $995) since last year (which was already on top of another price increase from the year before from $650 to $720 - a whopping 53% hit in two years) . A bit painful for the hobbyist in this new COVID-19 economy. I don't mean to belabor the point, but you do have to admit, the hobbyist is getting hurt the most in all this. Dave
  38. 2 points
    Yeah I bet if you rasterise that layer in PS it will read it... CBR
  39. 2 points
    I own my own personal perpetual copies of C4D from R17 to R21. When R22 comes out I will buy a perpetual license to that as well. I still haven't decided if I will move to subscription after that or not. But I personally don't see any big deal with any of this stuff going on in these threads. For me I happily throw $1000 at MAXON every year for my perpetual. It is the tool I use earn a living. I have to stay updated with the latest version (and keep all older versions) to do my job, it's just an expense, just like making sure I have good tires on my car. I spend way more money on computer equipment than I ever have on my C4D licenses. If you are a hobbyist it seems even better now since you don't have to pay $7000 to get into C4D. If you are a long time loyal customer are you not happy that your favourite company is doing well and won't go under or have to sell out to someone else? It's strange since it feels like it's only me who looks at MAXON and just says "good job guys, keep it up".
  40. 2 points
    Hi Björn, i really appreciate this statement. firstly because it contains information, but also because it explains MAXON's motivations and above all because it expresses regret for the situation we are in. All these threads are based on the fact that the users appreciate the program and that they depend on it to a certain extent. Losing control over an important part of your working day and income is scary. learning a new program is not impossible, but it's still a lot of work. i think most customers understand that MAXON has to earn money, but the 3D daily rates haven't changed much in 20 years or even dropped (at least here in Germany). No wonder some people are switching to Blender (which won't do their daily rates any good either). when the MSA costs were increased the year before last i didn't have the slightest problem with it, but an increase like the one now pending for the perpetual license (compared to MSA) is not justified. especially considering that perpetual owners have already given MAXON a lot of money, a higher price than for subscription is not understandable. The feeling that MAXON wants to drive its customers into a greater dependency (which of course already exists to a certain extent) is unfortunately obvious. Nevertheless, I think it's very good that there is the possibility to chat with MAXON employees here. I am confident that this will help to eliminate some misinformation and improve mutual understanding. best regards Florian
  41. 2 points
    Okay....to be clear, the point in question in my previous post was the following: If you switch from a perpetual license to a subscription AT A DISCOUNTED PRICE, then the perpetual license is deactivated. The proof I have is this letter from MAXON USA received on January 27th (note the highlighted sections): Therefore, by conversion to subscription implies perpetual goes away. Honestly, why would I take this offer? I already paid for R21 perpetual and you are going to take that away from me by giving me two years of subscriptions. The $624 savings you are giving me doesn't even come close to the $720 for the R21 perpetual license I paid you just 3 months earlier for the last MSA program being offered. So that offer from MAXON in January is a losing offer. I was born at night....but it wasn't last night. Now, I can anticipate that your argument for S22 will be that this is an upgrade and not a "license conversion". Fair point. But honestly, all the messaging from MAXON to date (even in a fairly long thread starting last September around subscriptions) around moving from perpetual to subscription has been that this is a license conversion. Add to that the bone-headed offer you gave me in January shows that the agenda is to entice people into subscriptions at a discount in order to cancel their R21 perpetual licenses. I mean, there was nothing that made that offer enticing as S22 was not even released yet. So if you think people were going to accept a perpetual to subscription conversion in the absence of any upgrade, what makes me think you would behave any differently now when you actually do have an upgrade to offer? Finally, I think it is fair to say that pricing information on subscriptions is very straight forward and easy to find. Pricing information on perpetual license upgrades or switching from perpetual to subscription ALWAYS comes with the caveat "Please call MAXON for details" or "Pricing is not yet defined". You need to go no further than the MAXON web-site (scroll to the notes at the bottom of the pricing page) or MAXON's own FAQ page to find this evidence. In the absence of all other information, the safest way to proceed with my money is look at MAXON's past behavior and plan accordingly. Now Srek....why the challenge to my statement? Do you know something that we don't? And do you have evidence to support it? Have a nice day. Dave
  42. 2 points
    Reading a report on the Redshift forums it seems that those who have a current MSA are 'out of luck'. According to the author of the post, MAXON says current MSA's are not relevant because "S22 is completely different software..." Who'd have guessed... Ouch.
  43. 2 points
    What is the point in asking for help and then not replying when people respond to your request ? I think people who do not follow up on posted questions and the answers/advice/request for more info should simply be blocked from posting. It is basically rude..no other word for it ..rude. What we need is an ability to give negative rep points to those who abuse the cafe. I spent many hours fixing someone's file once it was huge and was really tasking my 64 GB RAM but I stuck at it. After many hours of work did I get a single thankyou ?..DID I FU... Though this goes against my concept of Seva. ..Selfless service with no requirement for reward ( the act of Seva is in itself the reward) it would be useful to know who to bother helping or more importantly who not to bother helping. If you want to know more about Seva and how it can empower you PM me. It is a fascinating concept.
  44. 2 points
  45. 2 points
    here you go CBR, I split it up so I could enlarge it more. Thanks for the compliment. when I first started Houdini modeling tutorials many use boolean node as a quick and down n dirty method of getting quick result and they don't worry about geometry so much. I didn't model this as efficiently as I could and should have but the exercise was in using Houdini's polydraw node.
  46. 2 points
    CBR: I'm not sure what Houdini models you have seen with bad topology, but that software is like any other - you can create good or bad topology and it totally depends on the user's skill and interest. One advantage to the better procedural features of Houdini is that one can scatter objects over a surface and add some randomness to the procedural nodes, creating a more realistic look. (such as in trees scattered on a landscape). In the example that bobC4D gave, the ability to tweak the nodes might not be offset by the extra time modeling in Houdini would take over C4D or Blender. The model of the clock is very good but mostly non procedural, as you can see from the number of edit nodes. If you changed the first node (a circle), it would mess up all the edits downstream. But if you altered some of the extrude or bevel nodes, everything would propagate nicely. Addendum: What spiralstair said is very important. For instance, you can take an object and add a transform node to move it to the side. You can merge the object and the transform (making a triangle of nodes) and then bridge between the object and transformed copy. That sort of modeling saves a lot of time over making everything linear.
  47. 2 points
    Hi Cerbera - long time ! houdini node trees don't just go up and down - or in fact left to right - a model can exist in several parallel (universes) at the same time. If you are interested check out Peter Claes's series on building a bridge
  48. 2 points
    That is how it is supposed to be, as you payed them upfront. Sounds much more logical then charging those that already gave you a lot of money more then those that didn't.
  49. 2 points
    Not sure if that would hold up in a court of law and I hope it does not come down to that. No one needs a class action suit at this time. Just because they called it "S"22 does not make it a completely different type of software than R22. Remember that what separates the perpetual licenses from the subscription licenses has more to do with the license server and NOT the software itself. They updated the software so it should be in scope per the wording of the MSA. While I am not a lawyer, I would certainly hope that our copy-write laws are bit more stringent in their definition of unique work. If they were that flimsy to accept that S22 is a fundamentally different work than R22, then I could simply re-sell MAXON Cinema 4D as "Saxon Seenema 5D" and not get arrested for copy-write infringement. Probably not the best example, but you get my point. Other things in play is the post COVID-19 economy. While the US government is trying to help businesses keep employees with free payroll subsidies, those subsidies do NOT help out with lease costs (building, equipment, etc). So any DCC company with less than 3 months operating cash reserve is going to suffer as their building and equipment lease costs could exceed their payroll costs. Plus demand for those services drop as production companies shift schedules out and payroll subsidies will not last forever. So MAXON's customer base will be strained in the coming months. Fighting over the interpretation of service agreements with that user base will hurt not help MAXON. Stepping up an helping people impacted by COVID-19 is the better play. Goodwill always goes a long way. Dave
  50. 2 points
    That must e a joke. It would cost them much more to f... around with old customers and damage their reputation, then to give them access to just this one update. I hardly can believe that this is legal anyway (It is obviously an update to Cinem 4D R21, they don't even deny that). Man ... other companies spend Millions to puff up their reputation and MAXON is just throwing it away for penuts. that is not just unfair but plainly stupid. How is anybody suposed to trust them in the future? As much I like the new way of MAXON to stick around in forums. I really think that this pretentious fuss like if MAXON was Adobe does more harm than good. If I was in this situation I would pull all strings to make it known in the whole 3d community. That just doesn't feel honest.
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