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  1. You beat me to it. I was just about to create a topic, explaining the whole thing. Arrrgh ... man, you just ruined my dramatic intro OK, joking aside. Hello, my name is Daniel. I am the user on this forum formerly known as "C4DS". When I joined the forum back in 2005, I only recently had purchased Cinema4D (R9 at that time). Next to being a proud owner of the software, I also was proud of joining and being part of 3DKiwi's community. At that point in time it made perfect sense to have a username reflecting what I was proud of ... and it made m
    7 points
  2. Had an interesting little job come up the other week, where a client needed a particular nut modelled, i found it quite enjoyable. Definitely not the easiest of shapes but quite pleased with how low poly i managed to get it as always all quads. Anyway thought some of you might find it interesting, V
    7 points
  3. I have a method for dynamic cars where the car follows a target. You can stop/start the target, and the wheels steer etc. car stop.c4d for more detailed cars, you can have a same size primitive dynamic car with the hi poly stuff as children. Works well off-road
    5 points
  4. Here are some of my projects,for people who wants to learn scene nodes.
    5 points
  5. If I was a professional using C4D to earn a living, then ANY subscription plan makes sense, especially if you have core employees and then need to expand for a particular job (eg. Core employees go with the annual plans, transitional employees go on the monthly plan). If your business is predictable enough, you could easily buy X more seats than core employees in anticipation of those busy times as the monthly rates do add up quickly. But as a hobbyist, subscriptions are not preferred because you can never go back to your work should you no longer be able to afford the subscripti
    5 points
  6. Here is almost the final result of my labours making this vending machine animation, something that represents about a year's work in really trying to get to grips with modelling, unwrapping, texturing and rendering. Thanks to everyone who helped me, including the usual suspects @DasFrodo, @Cerbera, @Igor, The Artist Formally Known As @C4DS and @bezo. Dotty_Main_1_lowish.mp4
    4 points
  7. Through recent developments in my professional life I am more or less forced to use 3DS Max. Last time I've had a look at it was about 10 years ago while I was trying out different 3D packages. I've been learning 3DS Max for about five days now and at this point I know why I stuck with C4D. I'm trying to be as open minded as possible, but right now I am really struggling to see how Max is in any way acceptable in 2020. The more I use it the more I dislike it. It feels like using an egg whisk to mix up some cement; certainly possible but a pain in the butt and when you're done you're question
    4 points
  8. Fun little project, this might end up being a free character i post up for download
    4 points
  9. C4D's UI is very addictive. You do get hooked on it because it is so well logically thought out. It just flows --- best way I can describe it. There is a lot we take for granted with how the UI is designed until you try to use another program. Honestly, my first experience with modo was "why did they make the OM this way? What is the point of all objects being under one "mesh"? Why not just do it like C4D?". Or viewports in Vue. I have to move the damn camera to change the viewport? Are they insane? When I shop for a new program, I always download a demo and see how far
    4 points
  10. LOL. Hmmm...so was Turbosquid ahead of the curve with all their models of stadiums with the stands completely empty of people because they have been selling those models for years now. Also....as I am a data driven person who lives by graphs, this applies just as well:
    4 points
  11. The Mocap files are useful to learn and try out the Character definitions and Motion Solver. Rather than import your own to try this out they have given you fast access to some Mocap files. If you go back there was plenty of people including me complaining about retargeting, the wrong joint orientations would mess it up enough to not use it. Delta Mush has been used in Maya for some time, and when it came to a paid for plugin version for C4D I jumped on it although that plugin was made free eventually the included version for C4D will always be kept up to date working as a nati
    4 points
  12. Working on some re-renders atm, so whilst waiting for those to render out i did a quick clay render of my old toon car model nothing special just having some fun (open in a new tab for full size)
    4 points
  13. @dast So sad to see you go Daniel, but I can totally understand. I made a bunch of my plugins free (or cheap as chips) for very similar reasons. Back when R20 was released and the changes imposed on developers with the new SDK, it made being a C++ developer much harder. Then with R21 every developer was forced to develop their own licensing system from scratch. And since then it has only gotten more complicated having to manage and update the plugins for every new release, then paying for a subscription and finally the last kick was Catalina requiring its own special notarization
    4 points
  14. If anyone missed, the labs plugins were updated at labs.MAXON.net by the sdk support team. (to R23, python and c++). Big thanks to them. ScnNodes is alive
    4 points
  15. I personally have 4 freelance colleagues who all do Archviz and all use C4D. Maybe it is a German thing but there are quite a lot of people here doing Archviz in C4D. And I see it frequently in job descriptions.
    3 points
  16. I think that cinema 4d has the best interface of any program that I know... maybe moi can compete (even though it is much smaller) There are so many small things, that make such a huge difference. for example the possibility to change parameters of multiple similar objects at once just by activating them all. The possibility to use x+ or x* to edit even multiple values that are different. that alone makes working with adobe products feel like stone age. Change the size of multible comps in AE you need a script... you need a script for every second thing in AE. If you have the impress
    3 points
  17. They did booleans the hard way in Blender - much easier and faster when BoolTool is activated: Select one object, select the next, CTRL numpad minus. Done. And it hides the cutter object's geometry and replaces it with a wired box. Anyway, interesting video. It really shows how incredibly spoiled we are with the current crop of 3d apps compared to Tron times...
    3 points
  18. Hello everybody, My name is Benjamin and I am from U-RENDER Good to hear that you are exited about the software. I see where the confusion lies. This is indeed misleading. I can assure you: You absolutely can activate U-RENDER on two computers and work on them. If you want to use a third computer simply deactivate the license on one of the two and activate it on the third computer. This information can also be found on the website but it is true that the sentence you copied is on the website. Rest assured that we will fix that ASAP so that there is no confusion. Thanks for t
    3 points
  19. Yea, that's exactly what i meant in the original from a front and side view he just has the round eyeball, which works fine in 2d, but when you try and replicate that in 3d it looks weird. I did an alternate version of the head ( below ) trying to replicate that as close as possible. looked great from the side but idk from the front. So i looked online at some Simpsons toys and figured these would be the closest thing to what a 3d Simpsons character would look like, and they did the eyes like this. Plus i kind like that it makes him look even more stupid than he's supposed to be i might
    3 points
  20. Well, I got bored of this project & put it aside, but now my enthusiasm has returned. Started on some texturing with Substance Painter, have to say I love this program, it's so fun to use. Nothing too fancy, as the buildings will be seen from far away. R23 UV tools really helped to make the preparation fairly painless. I'm toying with the idea of trying to do all the rendering with the viewport render, now that it has improved again.
    3 points
  21. Have you tested it copying an animation form an FBX imported character? Tested it with imported BVH files, where the X,Y,Z axis is oriented differently than the C4D standard? Gimbal locks - catered for? What I reacted to the most, was the inclusion of Mocap files. Why? There are literally thousands upon thousands of free BVH Mocap files out on the Internet. If I recall correct, there is(was) a University or an official institution, that released their whole BVH library, for free. Besides of all this, you have Truebones where you can purchase thousands of mocaps. For biped
    3 points
  22. If you can wait til tomorrow night I can show you step by step, or someone else is bound to beat me to it, but in the meantime the tips you need are... Use SDS poly modelling exclusively. Start with disc primitives for the top surface and torus primitive (slice to 180 degrees / delete caps) for the band Retopo the disc geo to eliminate triangles and prepare it for joining with band section Combine models, add thickness to disc, and extend loops to meet band section Stitch n sew together SDS Tweak CBR
    3 points
  23. It's a very different world now with the accessibility and affordability to high-end 3D tools. I think it was Jops (or you, or both of you) posted here that mentioned about capturing people when they're first trying out 3D software. Years ago the cracked software route was the entry point. Now with the likes of Blender, DaVinci Resolve, Krita give a completely free end-to-end workflow it must be putting some pressure on major companies. Even Nuke is offering an Indie license although I heard it's pretty restrictive. Right now it's a good time to be a hobbyist in the 3D
    3 points
  24. Hey Guys I too contacted Dan just to see if he'd share the link and was dismayed that it was a product for sale. I honestly think it's a total ripoff and wouldn't buy it if I were you. I went ahead and made a simple scene setup that hopefully will get you started. Basically you've got a dynamic spline with a cloner in object mode cloning onto the spline. It is in "step" mode, so you can control how many clones based on the distance they are apart from one another. I also used a ball and socket connector to attach the bulb to the socket. Sorry the scene scale is all wonky. I made this real fast
    3 points
  25. Thank you for you commects;I use C4D only,most of assets recreated form my early xpresso/python projects (github);
    3 points
  26. ...to fully appreciate this : ) Some great character work. Rendered in Redshift. https://pintsizechat.com/episode-water/
    3 points
  27. I just found out about Maya Indie yesterday and immediately bought a license. I am a character rigger & animator and Maya has a historically strong presence in these areas. I did some research and it now appears that Cinema 4D is the most expensive annual subscription for an independent company/3D artist: Cinema 4D: $719.04/yr modo: $629/yr Houdini: $269.99/yr Maya: $265/yr 3DS Max: $265/yr Blender: Free From what I've seen, it seems Cinema 4D is the tool of choice for advertising agencies and freelance 3D artists. While those doing Mograph will probably c
    3 points
  28. Of course I still may not fully understand what you want the rope to do, but the one below was painfully easy to do with PLA - literally 2 keys on the guy, 2 more on a selection of spline points around him that just moves down at the same rate; all keys set to soft interpolation so you get nice exit curves all the way down, yet because you are KFing a whole group of them at once you don't disturb the straight bit in the middle, so no re-alignment required... CBR
    2 points
  29. Yep there are better ways to solve that, but primarily only because of the way you are collapsing the corners, which is leaving error-state inverted quads there - ie there are internal angles of greater than 180 degrees, which there shouldn't be. To fix that you need to do the collapse 1 more poly row into the square bit, if you see what I mean, which would allow you to keep them convex kite quads. Other than that, this is an acceptable low poly way to bridge those 2 forms, though you are right that higher poly would allow you to have less SDS surface distortion all ro
    2 points
  30. On the bottom of page you´ll find Themes, select one you wish...
    2 points
  31. update time, still not totally happy with the proportions but here's where we're at so far
    2 points
  32. Hi All, I've struggled big time with X-refs in c4d losing their connection to their linked object and go in a locked state and embed the xref to the scene. Also searching on the issue online gave no real fix for this issue, but eventually i found one! When a X-ref loses its connection it adds a extra ../ to the path (../../folder/filename.c4d) also the buttons get disabled. This path can't be eddited and it has lost all it's ability to even do someting. So to fix this: Step 1 - Activate the buttons again by moving your x-ref object (rot
    2 points
  33. Sometimes when you exceed some degree of planarity threshold, surface become a bit deformed.
    2 points
  34. At first glance I see three different techniques in the provided examples. 1. Tracing points on the Skeleton: That's pretty straight forward. Just place the objects to trace in the hierarchy and trace them using a tracer. I've attached an example that uses a Matrix as the points to trace (trace_skeleton.c4d) 2. Attaching dynamic splines to the skeleton: The more floppy examples seem to be using dynamic splines that are attached to the skeleton. The easiest way to achieve this is via Hair. Add a piece of geometry for your hair guide roots, set hair roots to "
    2 points
  35. C4D and Redshift, with some post comping in Affinity Photo. This was a fun piece, it's got a ton of mograph cloners and symmetry objects in it. Also has some Xrefs that are inside other Xrefs which I'm not even sure you're supposed to do, lol.
    2 points
  36. Its worth noting that the Mocap files are recently acquired, 60fps, and high-quality in comparison to older datasets like the Carnegie Mellon captures. Also, I think MAXON wanted people to be able to try out its motion retargeting tools with good, local, included datasets.
    2 points
  37. Yup - you found it! And, if you subscribe to the Truebones newsletter, now and then you will get "500 BVH files for free", or a whole bunch of other animations for a reasonable price. Considering the overwhelming amount of already captured animations out there - available and free, then Mocap inclusion in C4D is somewhat peculiar. It doesn't hurt. And it is nice. But it doesn't add any real value. -Ingvar
    2 points
  38. I saw this wacky lift idea on the brit TV show QI so I had a go at making it using dynamics + Python here's the math car_lift.c4d
    2 points
  39. Your object is too small, everything other are just parameters... softbodytrubs_0001.zip
    2 points
  40. Really does just look like faulty driver issue affecting Windows machines. Hardware Unboxed done a summing up here
    2 points
  41. never scale anything in any rig in model mode
    2 points
  42. wow! I wish I could say more, but there're simply no words for those delicious renders
    2 points
  43. Hi guys! We've just finished the first season of CG Talks - a podcast where three CG guys talk about CG. Here are the episodes. I hope you will find topics which are interesting to you. Season 2 is in progress and the technical quality is going to be better - we learn on the way. Stay tuned for more! If you prefer to listen to us on podcast platforms, click_here: CG talks - ep. 5: Working with Corona, and we don't mean the renderer In this very casual Podcast, Tom, DJ and Marco sit down and reflect on what's in the air these days, ho
    2 points
  44. I don´t have R23 yet, but I think in short time will come service pack with patches/fixes (as always after release)
    2 points
  45. I certainly hope not or the two of us will never move the needle on giving the hobbyist a break on staying with the program. My sincere hope is that the hobbyist is enough of a customer block to MAXON that our sales (or lack of them) mean something to their quarterly income statement. Pleading, whining, cajoling and hoping won't do a thing. MAXON is a major company in a big market. Don't get all warm and fuzzy thinking that they will have empathy for the hobbyist who is not a fan of subscriptions - who wants something permanent that they can keep using if they can no longer affo
    2 points
  46. Finally a video with multiple rendering benchmarks (Octane, Eevee, v-Ray, Arnold, KeyShot & Redshift)
    2 points
  47. From the album: Current Stuff

    R16 Physical Render

    © Luminetrics

    2 points
  48. Keith, Assuming you are aiming for a wider shot - showing more of the virtual studio - the main issue you have here is not really the finer matters of green screen work, it's the mis-matched perspective. When you achieve a good camera match I suspect you're going to find your C4D camera is MUCH nearer your virtual set background than you maybe intended. You'll be looking at one small patch of it - as DECK shows above. Look at the first rendering you've displayed in this thread. The camera in the scene - in real world terms - might be 25' away from the subjects. The camera to sub
    2 points
  49. Playing with Hash node and FitRange(like key-framing) - i'm being closer to particles stuff raw test, 2 type: fill "cube"-like emitter and point-spreading emitter (i tried to drop at floor, gotcha point emitter) if build Array(Fill only) will filling by 10000 and more - my notebook freezes.
    2 points
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